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	<id>https://ascensionsojourns.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WikiStaff</id>
	<title>Ascension Sojourns - User contributions [en]</title>
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	<updated>2026-04-26T22:11:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Client_adjustments&amp;diff=4715</id>
		<title>Client adjustments</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Client_adjustments&amp;diff=4715"/>
		<updated>2026-04-21T11:36:44Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We highly recommend Mushclient, Potato or any other client that supports 256 colors.&lt;br /&gt;
&lt;br /&gt;
Some of our graphic output on the game needs a 90 character line limit to display correctly.&lt;br /&gt;
Otherwise, you will see line overruns.&lt;br /&gt;
 &lt;br /&gt;
Below are the clients we've used and are familiar with the editing of this option. &lt;br /&gt;
&lt;br /&gt;
If you have a different client and would like to provide us with instructions on how to do this&lt;br /&gt;
for the client you use. Please contact Staff.&lt;br /&gt;
&lt;br /&gt;
= BeipMU =&lt;br /&gt;
Tons of configuration options. Our current favorite.&lt;br /&gt;
&lt;br /&gt;
This client is available through the dev's github. '''[[https://github.com/BeipDev/BeipMU/tree/master| Beipmu github and download]]'''&amp;lt;br&amp;gt;Scroll down on the github page for  instruction on how to download and install. &amp;lt;br&amp;gt;&lt;br /&gt;
They have a discord to help with configuring the client and they have always been very helpful and friendly.&amp;lt;br&amp;gt;&lt;br /&gt;
Can do everything and more that the old SimpleMu did and supports 256 color.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some players like this font: [[https://dejavu-fonts.github.io/ | dejavu fonts]], be sure to @toggle me=utf8 in-game, if you want to use it.&lt;br /&gt;
&lt;br /&gt;
= Mushclient =&lt;br /&gt;
Mushclient is available here: [[http://www.gammon.com.au/downloads/dlmushclient.htm| Mushclient downloads]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Go to: Game&amp;gt;All configuration... &amp;gt; Appearance&amp;gt; Output&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
At the bottom there is a tick box &amp;quot;Wrap output at column number..&amp;quot; and a box that has 80 in it. change that to 90.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Potato =&lt;br /&gt;
Potato is available here: [[https://www.potatomushclient.com/downloads/|Potato Mush Client Download]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Go to: Options &amp;gt; Configure World &amp;gt; Display &amp;gt; Miscellaneous &amp;gt; &amp;lt;bR&amp;gt;&lt;br /&gt;
Top line on the right says &amp;quot;Wrap Text At&amp;quot;. To the right of the character line limit is a box &amp;quot;Current Window Size&amp;quot;, click on that button.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As long as your client window takes up the whole screen, you should get great.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Client_adjustments&amp;diff=4714</id>
		<title>Client adjustments</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Client_adjustments&amp;diff=4714"/>
		<updated>2026-04-21T11:36:32Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We highly recommend Mushclient, Potato or any other client that supports 256 colors.&lt;br /&gt;
&lt;br /&gt;
Some of our graphic output on the game needs a 90 character line limit to display correctly.&lt;br /&gt;
Otherwise, you will see line overruns.&lt;br /&gt;
 &lt;br /&gt;
Below are the clients we've used and are familiar with the editing of this option. &lt;br /&gt;
&lt;br /&gt;
If you have a different client and would like to provide us with instructions on how to do this&lt;br /&gt;
for the client you use. Please contact Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= BeipMU =&lt;br /&gt;
Tons of configuration options. Our current favorite.&lt;br /&gt;
&lt;br /&gt;
This client is available through the dev's github. '''[[https://github.com/BeipDev/BeipMU/tree/master| Beipmu github and download]]'''&amp;lt;br&amp;gt;Scroll down on the github page for  instruction on how to download and install. &amp;lt;br&amp;gt;&lt;br /&gt;
They have a discord to help with configuring the client and they have always been very helpful and friendly.&amp;lt;br&amp;gt;&lt;br /&gt;
Can do everything and more that the old SimpleMu did and supports 256 color.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some players like this font: [[https://dejavu-fonts.github.io/ | dejavu fonts]], be sure to @toggle me=utf8 in-game, if you want to use it.&lt;br /&gt;
&lt;br /&gt;
= Mushclient =&lt;br /&gt;
Mushclient is available here: [[http://www.gammon.com.au/downloads/dlmushclient.htm| Mushclient downloads]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Go to: Game&amp;gt;All configuration... &amp;gt; Appearance&amp;gt; Output&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
At the bottom there is a tick box &amp;quot;Wrap output at column number..&amp;quot; and a box that has 80 in it. change that to 90.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Potato =&lt;br /&gt;
Potato is available here: [[https://www.potatomushclient.com/downloads/|Potato Mush Client Download]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Go to: Options &amp;gt; Configure World &amp;gt; Display &amp;gt; Miscellaneous &amp;gt; &amp;lt;bR&amp;gt;&lt;br /&gt;
Top line on the right says &amp;quot;Wrap Text At&amp;quot;. To the right of the character line limit is a box &amp;quot;Current Window Size&amp;quot;, click on that button.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As long as your client window takes up the whole screen, you should get great.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Client_adjustments&amp;diff=4713</id>
		<title>Client adjustments</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Client_adjustments&amp;diff=4713"/>
		<updated>2026-04-21T11:35:20Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* BeipMU */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
We highly recommend Mushclient, Potato or any other client that supports 256 colors.&lt;br /&gt;
&lt;br /&gt;
Some of our graphic output on the game needs a 90 character line limit to display correctly.&lt;br /&gt;
Otherwise, you will see line overruns.&lt;br /&gt;
 &lt;br /&gt;
Below are the clients we've used and are familiar with the editing of this option. &lt;br /&gt;
&lt;br /&gt;
If you have a different client and would like to provide us with instructions on how to do this&lt;br /&gt;
for the client you use. Please contact Staff.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= BeipMU =&lt;br /&gt;
Tons of configuration options. Our current favorite.&lt;br /&gt;
&lt;br /&gt;
This client is available through the dev's github. '''[[https://github.com/BeipDev/BeipMU/tree/master| Beipmu github and download]]'''&amp;lt;br&amp;gt;Scroll down on the github page for  instruction on how to download and install. &amp;lt;br&amp;gt;&lt;br /&gt;
They have a discord to help with configuring the client and they have always been very helpful and friendly.&amp;lt;br&amp;gt;&lt;br /&gt;
Can do everything and more that the old SimpleMu did and supports 256 color.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some players like this font: [[https://dejavu-fonts.github.io/ | dejavu fonts]], be sure to @toggle me=utf8 in-game, if you want to use it.&lt;br /&gt;
&lt;br /&gt;
= Mushclient =&lt;br /&gt;
Mushclient is available here: [[http://www.gammon.com.au/downloads/dlmushclient.htm| Mushclient downloads]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Go to: Game&amp;gt;All configuration... &amp;gt; Appearance&amp;gt; Output&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
At the bottom there is a tick box &amp;quot;Wrap output at column number..&amp;quot; and a box that has 80 in it. change that to 90.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Potato =&lt;br /&gt;
Potato is available here: [[https://www.potatomushclient.com/downloads/|Potato Mush Client Download]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Go to: Options &amp;gt; Configure World &amp;gt; Display &amp;gt; Miscellaneous &amp;gt; &amp;lt;bR&amp;gt;&lt;br /&gt;
Top line on the right says &amp;quot;Wrap Text At&amp;quot;. To the right of the character line limit is a box &amp;quot;Current Window Size&amp;quot;, click on that button.&amp;lt;Br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As long as your client window takes up the whole screen, you should get great.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Flaws&amp;diff=4712</id>
		<title>Flaws</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Flaws&amp;diff=4712"/>
		<updated>2026-04-21T11:33:50Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* W - Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
* Flaws marked as '''Companion only''' can only be taken by non-human characters PCs or NPCs. These may apply to familiars, bygones, cyborgs, animals, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage20th books is used first. If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt; Example: Sterile can be a merit or Flaw for 1 pt in Mage, but a Kinfolk only flaw in Werewolf for 4 points.&amp;lt;br&amp;gt; In this case mages and mortal/+ pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate the werewolf race.&amp;lt;br&amp;gt;&lt;br /&gt;
*** Merits and Flaws taken from books other than the Mage20th set will only include those that fit the game. Those used exclusively by Garou (ex: Mixed-Morph) will not be included unless that sphere becomes open for play. '''Flaws listed but lacking write-ups are still being decided upon and are not currently available in-game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Flaw Lists:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage Character Generation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shifter Character Generation]]&lt;br /&gt;
&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Absent-Minded&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|Um… what was that thing you were trying to remember, again? Damn… This Flaw reflects a scatterbrained sense of memory and connection – nothing quite as dangerous as full Derangement, but a distressing and occasionally hazardous disconnection nonetheless.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;System-wise, your Storyteller will often have you make Intelligence rolls to recall things like names, faces, mission details, and so forth. Story-wise, you’re forever drawing blanks, mistaking people for other folks, scrambling data, leaving projects half-finished (or totally abandoned), forgetting to feed your familiar, and making potentially hazardous errors in judgment. Although you won’t forget vital things like your name, the elements of your magickal focus, or vital character Traits (Talents, Abilities, and Knowledges), other stuff slips your mind with frustrating regularity. And when that mind commands the powers of True Magick, such slips can have fatal consequences.&lt;br /&gt;
|-&lt;br /&gt;
|Addiction&lt;br /&gt;
|1 or 3&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|You are addicted to some activity or substance that interferes to some degree with your daily life. Perhaps you crave sex, drink constantly, or can't stop playing video games. Whatever the nature of the addiction it drives you to irrational and possibly dangerous extremes. &amp;lt;br&amp;gt;1pt - A craving for some trivial enjoyment (game, tobacco, social media)&amp;lt;br&amp;gt;3pt - A drive to secure something illegal, dangerous or both. (cocaine, fight club, child porn, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Aging&lt;br /&gt;
|2/4/6/8/10&lt;br /&gt;
|General &lt;br /&gt;
|Physical&lt;br /&gt;
|You aren't as young as you use to be...or perhaps you're a little too young. The years have taken their toll on your physical capacities, and while the spirit may be willing,the body certain isn't. For every 2 points in this Flaw, the character looses 1 dot from any Physical stat (strength, dexterity or stamina) because he is past his prime, or too young to be physical mature.&amp;lt;br&amp;gt;'''See Also Child Flaw, in the case of being &amp;quot;too young&amp;quot; for additional requirements.'''&lt;br /&gt;
|-&lt;br /&gt;
|Alien Impression&lt;br /&gt;
|1 - 5&lt;br /&gt;
|Companions only&lt;br /&gt;
|Physical&lt;br /&gt;
|Your appearance freaks people out. Perhaps it's your lidless serpentine stare, your cobalt-blue skin, or the wings jutting frrom between your shoulder blades. It might not eve be a feature of your visual appearance, per se; maybe you've got a synthetic techno-voice, a crackling aura of prickly invisible energy, or an uncanny way of moving when you walk. Whatever the specifics might be, your presence evokes whispers, unease or -- at the highest levels -- outright fear. The more disturbing your impression, the mor ethis Flaw (originally known as ''Alien Appearance'') is worth:&amp;lt;br&amp;gt;* 1pt - Minor feature, generally concealable, that inspires minor discomfort from people who notice it.&amp;lt;br&amp;gt;* 2pt - Noticeable feature, hard to conceal, that inspires discomfort in people who notice it.&amp;lt;br&amp;gt;* 3pt - Major feature, difficult if not impossible to conceal, that weirds out most people who notice it.&amp;lt;br&amp;gt;* 4pt - Unmistakably alien feature that rather frightens most people. &amp;lt;br&amp;gt;* 5pt - You stand out almost anywhere a human mage might go.&amp;lt;br&amp;gt;''Minor'' features include oddly colored eyes, artificial tone of voice, eerie lightness or density of form, and so forth. ''Noticeable'' ones get stranger and more troubling for the average mundane (horns, sharp claws, animalist hair), with ''major'' and 'unmistakable'' features becoming more overt and less &amp;quot;natural&amp;quot; by earth-reality standards. ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Amnesia&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|You have suffered complete and total amnesia due to some accident, fugue state, etc. The Storyteller will choose five &amp;quot;mystery flaws&amp;quot; and will present them to you in interesting ways over time. Perhaps when all is revealed you can buy off this flaw (or have it &amp;quot;paid off&amp;quot; by the Storyteller in lieu of xp.). Then for better or worse you'll remember who you are. **Logs will be required**&lt;br /&gt;
|-&lt;br /&gt;
|Animal&lt;br /&gt;
|2&lt;br /&gt;
|Companions- non-humans only&lt;br /&gt;
|Social &lt;br /&gt;
|In a human-centric world, you aren't human. I mean, it's cool and everything that you're a fox or a bear or a cat or a raven, but the majority of your surroundings aren't made for you, folks call Animal control when you walk around without a leash, nystandards keep trying to pet you, bus drivers refuse to let you on the bus, fleas burrow into your fur, adults speak to you in baby talk, etc.&amp;lt;br&amp;gt;Obviously, this Flaw oesn't count if you can change into a human form. For Flaws dealing with an inablitity to manipulate human tools and so forth, see No Hands and Ungainly Fingers.  If being an animal isn't a hinderance in your chronicle, then this Flaw does not apply. '''Ref: M20 G&amp;amp;M, 196''&lt;br /&gt;
|-&lt;br /&gt;
|Anachronism&lt;br /&gt;
|1 - 3&lt;br /&gt;
|General&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Time has passed you by… or maybe it simply hasn’t caught up with you yet. Your beliefs, personality, mannerisms, fashion, and expectations are radically out of step with your surroundings. This could be a deliberate affection on your part (“The Old Days were better than today” /“Why wait for the future to arrive when you can become the future?”), a Time Sphere-related temporal hiccup or Paradox Flaw, the result of paranormal longevity or back-tracking time travel, the manifestation of an especially assertive past (or future) life… hell, even you might not know quite why you’re like this, but you are, and the rest of the world can’t help but notice.&amp;lt;br&amp;gt; The value of this Flaw depends upon the amount of trouble you get into as a result of your anachronisms:  &amp;lt;br&amp;gt; • (1 point) You seem a little weird, and potentially offen-sive (“Why are they not sitting in the back of the bus? Aren’t there laws about that sort of thing?”), displaying quirks from a recognizably different past or future that isn’t radically behind or ahead of the current age. Add +1 to the difficulty of understanding current technology and modes of behavior. &amp;lt;br&amp;gt;• (2 points) You’re a relic of a distinctly earlier age, or the harbinger of a seriously advanced one. The things you say, wear, expect, and believe are disturbingly out of touch with your surroundings, and can present significant problems… especially if and when you hold forth on silly little things like politics, social mores, sexuality, and the law. Current technology puzzles you, either because it’s inexplicably advanced or staggeringly primitive. Add +2 to the difficulty of all efforts to understand your current era, including social rolls based upon getting along with people in this age. &amp;lt;br&amp;gt;• (3 points) You hail from a time so distant that the current era seems as alien to you as you seem to people of this era. Hell, you might not even speak English (a common trait of folks who existed before the expansion of British and American influence in the 1800s), or speak your language with an accent and idioms that essentially turn it into another language entirely (think Shakespeare, or Anthony Burgess’ novel A Clockwork Orange). Your expectations regarding technology and social mores are wildly divergent, and you could easily get yourself into serious trouble. Add +3 to the appropriate rolls, and you may be unable to process certain things (driving, politics, current computer tech, etc.) at all.&amp;lt;br&amp;gt; Assuming you have a chance to acclimate to your surround-ings, this Flaw can be bought down with experience points. Until that time, your companions will have a lot of explaining to do on your behalf!  ''Ref: M20 BOS, 81''&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice&lt;br /&gt;
|1 - 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Most metaphysical societies, the Technocracy included, employ a mentor /apprentice system. During a members’ early years, an elder member is assigned to, or chooses to, teach a new and inexperienced member. During the later days of membership, an elder is expected to pass on their experience to the younger generation. &amp;lt;br&amp;gt;When you mentor an apprentice as mentor, you’re responsible for someone (whatever his formal title might be) who makes your life difficult. You can’t just kick this person to the curb, but must instead provide discipline, guidance, training, and quite often a support system (room, board, research space, and so forth) so that the newbie can become a successful member of your sect. An apprentice, however, is not a houseplant; even the most cooperative apprentices demand time and attention, and their deeds – good and otherwise – reflect upon your own social status. The more troublesome ones, by extension, can drive a mentor toward curmudgeonly solitude. As a Flaw, this Trait reflects the range of potential apprentices and the effect they have upon your life:&amp;lt;br&amp;gt; • (1 point) A cooperative and dedicated ideal student who takes up very little of your space and time, reflects well upon you, and seems eager to learn from you while being reluctant to argue very much.&amp;lt;br&amp;gt; • (2 points) A typical student who needs a fair amount of hand-holding; makes occasional mistakes of protocol and discipline; and takes up a fair amount of time, space and patience. Even so, this person remains attentive and more or less respectful, providing plenty of reasons for you to be proud of him. &amp;lt;br&amp;gt;• (3 points) A rather clueless student whose presence consumes a significant amount of time and attention. This apprentice can be clumsy, obnoxious, thick-witted, and occasionally problematic in social situations and training exercises. He’s got promise, but it’s going to take a lot of work to get him to realize his potential. &amp;lt;br&amp;gt;• (4 points) A seriously challenging student whose behav-ior and dedication leave a great deal to be desired. This apprentice may have talent, but the burdens begin to outweigh the potential benefits of his instruction.&amp;lt;br&amp;gt; • (5 points) An obstinate, haughty, disrespectful ass whose presence is more trouble than it’s worth. Dangerous to himself and everyone around him (yourself included), he’s a disgrace to the society you share. Why are you training this person, again? There might be a light at the end of the tunnel someday, but it’s gonna take a lot of work and sacrifice before this apprentice amounts to anything more than a waste of your time. Read More -&amp;gt;''Ref: M20 BOS, 81''&lt;br /&gt;
|-&lt;br /&gt;
|Beast Within&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|You’ve got a truly infernal temper: one so violent it feels like a volcano in your soul. As with a werewolf or vampire, you’re subject to the dreaded frenzy that turns you into an engine of hot rage. Under intense stress, you risk losing every shred of enlightenment you possess. Driven to such extremity, you let loose with the most immediately destructive powers at your command, and “vulgarity” be damned! Everyone in your vicinity becomes a target, and the consequences matter to you only when this inner storm has passed. &amp;lt;br&amp;gt;System-wise, this Flaw sends you into deadly rages as per the Berserker /Stress Atavism Trait featured in Mage 20, p. 644. Instead of rolling your Willpower to avoid the frenzy, however, you roll your Avatar rating plus one die, with your Willpower as the difficulty of that roll. If, as an example, young Vyper Trabia suffers from the Beast Within Flaw, with an Avatar of 4 and a Willpower of 5, Vyper’s player rolls five dice against a difficulty of 5 when that Akashic hothead is under ferocious stress. A failure on that roll sends Vyper into a berserk rage. Yeah, this probably happens pretty often. Vyper’s friends don’t stick around for long when things go poorly. &amp;lt;br&amp;gt;(If you employ the optional Resonance Trait, you could substitute your highest Resonance, plus one die, as the dice pool for your rage. The roll’s difficulty is still your Willpower Trait, and your Resonance plus that extra die should at least equal, if not exceed, your Avatar Trait. In this case, the Resonance in question must be something capriciously unstable – Wild, Primal, Ferocious, and so forth – instead of calm and centered energy.&amp;lt;br&amp;gt;'''Considering that the Avatar could be seen as your inner Beast, a character with the Pattern Essence cannot take this Flaw.''' It’s best suited for Dynamic Essences, although a Questing or Primordial Avatar could attain frightening rages too. A berserk mage cannot employ rituals or employ complicated tools; only the most direct methods of attack – magickal or otherwise – will do. Although mages rarely suffer from such grotesque lapses of self-control, an Awakened Ghoul (as in that Merit), a cyborg, a Victor, a Shapechanger Kin (again, as per the Merit), or an animalistic shape-changer could possess such inhuman monstrousness.&lt;br /&gt;
|-&lt;br /&gt;
|Beta&lt;br /&gt;
|1&lt;br /&gt;
|Companions only&lt;br /&gt;
|Social&lt;br /&gt;
|You are born to follow, not to lead. Although capable in your own right, you're the reliable support staff to you group's real leaders. Alpha dominance is not your style; instead, you keep the rest of your &amp;quot;pack&amp;quot; in line while following the alpha's lead in all ways.  Challenging authority seems alien to you, and where other companions of yours might seek status and ambition, your interests lay in doing what's  (at least apparently) best for your group as a whole.  That's your role and your duty, and you're damned proud of both. The common perception of &amp;quot;beta&amp;quot; as inferior and subservient misses the point: An Alpha might get the glory, but the betas keep the pack alive. ''Ref: M20 G&amp;amp;M, 196''&lt;br /&gt;
|-&lt;br /&gt;
|Bedeviled&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you poor bastard! A mysterious power has decided to fuck with you, and it’s perfectly capable of making your life a chronicle of woe. Misery and setbacks are your bread and butter; should things start looking up for you, you begin looking up as well to spot the inevitable anvil dropping toward your head. This sort of thing goes way beyond simple misfortune or even a paltry little curse. Your enigmatic foe is a dedicated cuss, and whatever it might be (it’s not necessarily an actual devil, though it certainly seems like one to you!), that force has apparently unlimited resources and a very sick sense of humor; in short, then, it’s your typical Storyteller. A story-based Flaw, this wretched Trait essentially grants the Storyteller a license to give your character the starring role in a twenty-first-century Book of Job. (And again, check out Tragedy.) There ought to be a certain rhyme and reason behind this metaphysical fuckery, of course, but the source of your agonies, and the way you could potentially end them, are for your Storyteller to know and you to find out… should you be fortunate enough to live so long. ''ref: M20 BOS,94''&lt;br /&gt;
|-&lt;br /&gt;
|Bigot&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|You really fucking hatethose people, whoever “those people” happen to be. Those people probably don’t like you either. Okay, maybe you don’t make your feelings obvious, but your conviction that those people are inferior troublemakers who are Everything Wrong with the World Goddammit comes through in your actions and decisions even if you say nothing of the kind out loud. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It’s worth noting that bigots tend to have understandable reasons for their prejudices. Those reasons could stem from personal grievances, cultural bias, racial anxieties, scriptural proclamations, psychic trauma, gender clashes, philosophical paradigms, and – especially within Mage’s world – physical and metaphysical distinctions between “us” and “them.” Those reasons probably seem like bullshit to most people, but remain perfectly justified to the bigot in question.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''It’s also worth noting that this Flaw should not in any way be taken as a license to abuse your fellow players.'' As with other mature-audience subjects, a character’s prejudices might become a trigger for real-life tensions within the group, and should thus be handled carefully.&lt;br /&gt;
|-&lt;br /&gt;
|Bizarre Hunger&lt;br /&gt;
|2 - 5&lt;br /&gt;
|General&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You prefer – maybe even need – to eat weird shit… quite possibly in a literal sense of that expression. Perhaps you’ve sworn a vow, suffered a curse, been treated (or created) with unhallowed rituals or arcane hyperscience, or initiated into an occult fellowship with… interesting admission demands. In any case, you must consume substances that may be degrading, unpleasant, expensive, or downright illegal. &amp;lt;br&amp;gt;The more inconvenient the substance, the more this Flaw is worth: &amp;lt;Br&amp;gt;• (2 points) Easy to procure, though not as easy to devour (paper, fresh eggs, poop, etc.).&amp;lt;Br&amp;gt;• (3 points) Unpleasant, hazardous, and perhaps illegal to consume (rotten meat, swamp water, raw cannabis, and so forth).&amp;lt;Br&amp;gt; • (4 points) Specialized, foul, criminal, and /or expensive chow (human blood, custom-brewed potions or meals, and the like).&amp;lt;Br&amp;gt; • (5 points) You really shouldn’t eat such things… but you must (live humans, toxic sludge, gold dust, highly specialized food-like concoctions, and other similar forms of sustenance).&amp;lt;Br&amp;gt; For each dot in your Stamina Trait, you can go one day without satisfying your special dietary requirements. After that, you lose one health level per day until you either consume your particular substance, or else die of hunger or thirst, suf-fer the punishment of a vow unfulfilled, or otherwise endure whichever other consequences might result from denying your bizarre hunger. For a related (and probably essential) companion Trait, see the physical Merit: Cast-Iron Stomach. And for a potentially related focus-instrument, see the Chapter Three Expanded Instruments entry for Cannibalism, M20 BOS,pp. 206-207.  ''Ref: M20 BOS, 87''&lt;br /&gt;
|-&lt;br /&gt;
|Black and White&lt;br /&gt;
|1 &lt;br /&gt;
|Supernatural&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone quibbles about shades of gray and nuances, but you don’t get bogged down in such wastes of time. The world is actually very simple, and everything falls into neat categories that you can judge in an instant. For you or against you, good or evil, easy or impossible, necessary or not, your judgmental nature causes misunderstandings and social friction as you oversimplify everything. In social scenarios where your closemindedness comes to bear, increase the difficulty by one. This Flaw combines well with other focusing Merits like Code of Honor&lt;br /&gt;
|-&lt;br /&gt;
|Blacklisted&lt;br /&gt;
|1 - 5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Social&lt;br /&gt;
|Having crossed some Powers That Be, you’ve now been  pariah-fied among some segment of the Masses. The results impact your employment potential, social standing, legal status,  credit rating, background checks, rental possibilities, and other  significant elements of existing in the everyday world.  &amp;lt;br&amp;gt;Originally presented as an Adversarial Background for Certification, this Flaw affects your regional, national, and perhaps  international official status. The degree to which you’ve been  professionally shunned depends upon the value of this Flaw:  &amp;lt;br&amp;gt;• (1 point) Trivial – poor driving record, suspected shop lifter, banned from a local union.  &amp;lt;br&amp;gt;• (2 points) Minor – misdemeanor criminal record,sus pended license.  &amp;lt;br&amp;gt;• (3 points) Significant – disbarred lawyer, defrocked clergy,  unpopular political affiliation, dishonorable military  discharge.  &amp;lt;br&amp;gt;• (4 points) Major – convicted felon, registered sex offender,  government watch-list, revoked medical license. &amp;lt;br&amp;gt;• (5 points) Pariah – FBI’s most-wanted, suspected terrorist,  convicted pedophile, declared legally incompetent or insane.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A four- or five-point Blacklisting will also wind up in the  Technocracy’s supervision database – a very dangerous place  for a mage to be! And although the Awakened don’t typically  check in with mundane authorities before recruiting or making  alliances with their own kind, a mage who’s had major problems  with such authorities is likely to have problems with mages too…  especially if such problems include offenses like terrorism or  pedophilia, which certain mages take very, very poorly.  ''M20 BOS, pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Blood-Hungry Soul&lt;br /&gt;
| 2/3/5&lt;br /&gt;
|General&lt;br /&gt;
|Supernatural&lt;br /&gt;
| In a previous incarnation, you had been a ghoul in thrall to an unholy addiction to vampiric blood. Now, you must resist the call of that ravenous past life and its fixation on intoxicating Kindred vitae. &amp;lt;br&amp;gt;The deeper your thirst for this damning fulfillment, the more this Flaw is worth: &amp;lt;br&amp;gt;• (2 points) You recall the glorious temptations of the blood, but remember it like a poor choice from long ago. If the opportunity presents itself to you, however, you’ll need to make a Willpower roll (difficulty 5) in order to resist the urge to pursue that addiction again. If you succumb to that temptation again in this life, your difficulty to resist further temptations rises to 6 every time the chance to consume such blood arises again.&amp;lt;br&amp;gt; • (3 points) That temptation is stronger. Now the roll to resist that first taste is 6, and the roll to resist further crimson snacks becomes 8.&amp;lt;br&amp;gt; • (5 points) You’ve got it bad. Really bad! Obsessed with the memories of glorious mystic blood, you must beat difficulty 8 in order to resist your old habits, and diffi-culty 10 each time you try to deny that thirst after you’ve fallen back to that damned addiction again.&amp;lt;br&amp;gt;This is so not going to end well… ''Ref: M20 BOS, 87''&lt;br /&gt;
|-&lt;br /&gt;
|Broken&lt;br /&gt;
|5&lt;br /&gt;
|Companions only&lt;br /&gt;
|Mental *restricted - trigger warning*&lt;br /&gt;
|Your will to resist has been trashed. Your master broke you to their service, and their wish is your command. Maybe they're the mad scientist who created you, the psi-ops Technocrat who destroyed your will, the necromance who crafted you from the bodies of the dead, or the wizard who bound you with ancient packs and potent spells.  The abuse they used to break you may have been subtle: emotion manipulation, pervasive gaslighting, social isolation, and the like.  Then again, they might tyrannize you with raw brutality, terrorize you with fears of damnation and destruction, compel obediance through blackmail, torment you with magick and crime...Hell, they might use every trick in the book to keep you in line. It works too. What master says, you do. It's far too late to resist.&amp;lt;br&amp;gt;A seriously nasty Flaw, this Trait reflects the ugly side of paranormal lore. Your character was, and remains, abused into servitude, and whatever your Willpower Trait might be with regard to other tasks, it's only 1 (dot) when it comes to standing up to your dominator. Circumstances can change this situation, of course, but the recovery from such staggering abuse should involve powerful roleplaying and long-term consequences for every character involved. ''Ref: M20 G&amp;amp;M,  196''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== C - D ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Catspaw&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|You trusted the wrong person, did the wrong thing on  their say-so, and have now become a liability to others and to  yourself. A dupe for someone vastly superior in power, you  need to watch your back now while hoping for an opportunity  to extract yourself from this position. For the moment, you  have to follow orders, and your “cat” needs to keep you safe.  Not long from now, however, one or both of you will change  your priorities, and then things will truly become interesting  for everyone concerned ''Ref: M20 BOS, pg 63''&lt;br /&gt;
|-&lt;br /&gt;
| Child&lt;br /&gt;
| 1 - 3&lt;br /&gt;
| General&lt;br /&gt;
| Physical&lt;br /&gt;
| Awakening often happens before legal maturity. This wasn't a problem in the old days, but within modern society a young mage has certain built-in limitations: physical size, life experience, legal status (or lack thereof), and the challenge of being taken seriously in a grown-up world. Perhaps you are a child prodigy...or adolescent whose reality truly is beyond understanding. In any case, this flaw represents the social, legal and physical obstacles of being a kid.&amp;lt;br&amp;gt;3pt - A young child (5-11) *Must also take SHORT Flaw, and Ageing Flaw 4&amp;lt;br&amp;gt;2pt - a pre-adolescent (12 - 14) *Must also take SHORT flaw and Ageing Flaw 2&amp;lt;br&amp;gt;1pt - pre-adult (15 - 17.9)&amp;lt;br&amp;gt;''Ref: M20 Book of Secrets pg 39''&lt;br /&gt;
|-&lt;br /&gt;
|Chronic Depression&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|Often viewed as a purely psychological issue (“It’s all in your pretty little head…”), chronic depression tends to be linked to physiological Impediments, as in the Physical Flaw of that name. This Flaw can also reflect the psychic aftermath of Paradox backlashes, Quiet episodes, Things Man Was Not Meant to Know, Mind-Sphere attacks, and other forms of trauma (breakups, violation, disaster, and the like), although trauma-induced depression is most often a manifestation of the Flaw: PTSD, referenced above. Regardless of its origins, the psychological element of depression is inescapable. The emotional weight of constant despair tends to sap physical vitality, which comes back around and inspires more depression. No wonder chronically depressed people have a hard time “living life to the fullest.”&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Story-wise, this Flaw influences roleplaying and character descriptions as suggested above. '''System-wise''', it often requires you to''' make a Willpower roll when your depressed character needs to push himself beyond the depression'''. A successful roll means that he acts without hindrance. A failed one adds +2 to the difficulty of the primary task at hand, which could involve Attributes from the Physical (depression drains vitality), Social (undercuts relationships with other folks), or Mental (mental fuzz) categories, depending upon the situation. A botched roll means that the depression takes over and drops him into a deep black pit of despair in which he’ll be stuck for hours or even days at a time.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''You can spend a Willpower point to shove depression aside, avoiding this roll entirely'''. However, as anyone who understands the analogy of spoons can attest, sooner or later you run out of Willpower points. &lt;br /&gt;
So seriously – in all aspects of one’s life, Chronic Depression town is not a fun place to be… not even for fans of the World of Darkness.&lt;br /&gt;
|-&lt;br /&gt;
| Color Blindness&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Book of Shadows, The 34''&lt;br /&gt;
|-&lt;br /&gt;
|Compulsion&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|And almost reflexive mental tic drives you towards compulsive, almost subconscious, behaviors. In some cases, especially mages, the behaviors manifest as ritualized activities: hand-washing, excessive grooming, doing a task exactly the same way every time. (A particular dangerous compulsion could be considered '''Derangement Flaw'''.) ''Ref: M20 Book of Secrets, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Compulsive Speech&lt;br /&gt;
|1 -2&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
| Dude, please just shut up! But no, you just keep talking…and talking… and talking some more. This compulsion could  come from a nervous social habit, a know-it-all personality, a  sense of awkwardness in silence, or some other (potentially  metaphysical) urge to fill up space with words. Worse still, those  words often feature rude observations, sensitive information,  and other stuff that’s best left unsaid. Day-um – did you just  say what I think you just said? Yep. You did. Arg…  As far as this Flaw is concerned, the one-point version  means you run at the mouth too much, while the two-point  one (also known as Big Mouth) means you say the wrong things  to the wrong people on a fairly regular basis, often to people  who sit higher than you do on the proverbial totem pole, or  who do not exactly have your best interests at heart. You can  spend a Willpower point to keep your mouth shut for a scene  or two; sooner or later, though, the words start flowing again… ''Ref: M20 BOS, pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Conflicting Loyalties&lt;br /&gt;
|1 - 3&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Though deeply loyal (probably to the point of having the  '''Merit: Loyalty'''), you’re facing a crisis of commit ments: two or more of the parties you feel loyal to are at odds  with one another, and you’re caught in the middle trying to support them all. Your best friend could be in trouble with  the police force your father worked for; your lover may have  betrayed the trust of your Convention; your Allies may have  decided that your Mentor has to go. And so there you are –  poised in an impossible situation, attempting to do the right  thing for everyone involved.  &amp;lt;br&amp;gt;The value of this Flaw, as always, depends upon the in tensity of the conflict:  &amp;lt;br&amp;gt;• (1 point) A minor crisis forces you to shuttle between  loyalties while remaining true to all parties.  &amp;lt;br&amp;gt;• (2 points) A significant clash leads you to mediate un tenable situations with frustrating frequency.  &amp;lt;br&amp;gt;• (3 points) Irreconcilable differences will eventually  compel you to choose between loyalties, and that’s not a  choice you’re sure you can make. Until that time, you’re  fighting an apparently doomed campaign to support all  sides without betraying anyone.  &amp;lt;br&amp;gt;The nature of your loyalties, relationships, and disputes  should, of course, be worked out when you take this Flaw. Your  Storyteller will make sure to bring them into play often enough  to keep you scrambling for the best solution to an apparently  impossible dilemma.   ''Ref: M20 BOS, 60&lt;br /&gt;
|-&lt;br /&gt;
|Conniver&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|As far as most folks who know you are concerned, you’re a  perpetual knife in someone else’s back. That rep might not be  accurate (see the '''Flaws: Cultural Other, Infamy, Troublemaker,  and Profiled Appearance'''), but people expect treachery from  you even if they’re wrong to think so. Subtract one die from  any non-magickal dice pool you employ when you’re trying to  get other characters to trust you. This penalty does not extend  to Arete dice pools when you’re casting Mind-Sphere magick  (or any other Sphere’s magick, for that matter), but if you’re  having to cast spells in order to be believed, then you’ve kinda  just lived up to that reputation.   ''Ref: M20 BOS, pg 60''&lt;br /&gt;
|-&lt;br /&gt;
|Cultural Other&lt;br /&gt;
|1 - 5&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|In the eyes of your society, you’re clearly divergent. Disreputable. Other. People suspect you of criminal, or at least  unsavory, behavior; the authorities harass or detain you for little  or no reason, and your loved ones probably “wish you could  just be like normal people.” Granted, every mage is “other” to  some degree. In your case, though, the othering threatens your  life, liberty, and happiness.  &amp;lt;br&amp;gt;Also known as '''Mistreated Minority''', this Flaw reflects  prejudice within your society. The amount of trouble it causes, and the frequency of said trouble, determines the value of  your Flaw:  &amp;lt;bR&amp;gt;• (1 point) Folks around you tend to harass you in small  but noticeable ways (acting uncommonly brusque, using  slurs in your presence, taking uncomfortable liberties  &amp;lt;br&amp;gt;with your privacy, property or person, etc.) and seem to  feel there’s nothing wrong with that at all. Other people  might stand up for you, but more often than not they  won’t.  &amp;lt;br&amp;gt;• (2 points) As above, but now your family and other in timate companions feel that you deserve to be avoided,  shamed, insulted, and so forth because you are who or  what you are.  &amp;lt;br&amp;gt;• (3 points) Strangers feel free to shame, insult, avoid,  and perhaps physically attack you on general principle.  Authorities might intervene, but probably won’t do so  unless major laws are broken… and maybe not even  then.  &amp;lt;br&amp;gt;• (4 points) Authorities discriminate against you too. Your  house may be searched, your job may be terminated,  you might be evicted, robbed or assaulted and very few  people will care.  &amp;lt;br&amp;gt;• (5 points) Merely living in this society is physically,  socially, emotionally, and legally hazardous to your  safety, your sanity, and possibly your life. You could be  imprisoned, enslaved, tortured or killed with little-or-no  response from the authorities.&amp;lt;br&amp;gt;Unlike the physical Flaw: Profiled Appearance, this discrimination isn’t based on physicality. A character with  this Flaw '''cannot also take the Profiled Appearance Flaw'''; if your  character stands out physically while also being discriminated  against socially, simply take more points in this Flaw. &amp;lt;br&amp;gt;Nor is this Flaw tied to any particular creed, gender or  ethnicity; while a Wiccan could be a Cultural Other in a town  filled with fundamentalist Baptists, a fundamentalist Baptist  could be a Cultural Other in a Wicca-based Horizon Realm.  You could follow a “heretical” creed, belong to a “disreputable”  subculture, identify as a sexual /gender /ethnic /religious “mi nority,” hold an unpopular political opinion… anything that  inspires others around you to treat you poorly and get away  with it could be considered grounds for this Flaw.  ...&amp;lt;br&amp;gt;To be clear: This Flaw in no way reflects judgment on the part of this  game, its creators, or – one hopes! – your gaming group. It’s intended to  reflect the ways in which mortal (and, often, Awakened) society tends to  treat people who stand out from their cultural norms. Being who they are  and what they do, mages often do stand out in ways that can be hazardous  to their social and sometimes physical health – hello, Burning Times!  (Read more in the book) ''Ref: M20 BOS, pg 60''&lt;br /&gt;
|-&lt;br /&gt;
|Curiosity&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|Curiosity killed the cat, as they say. Make a Wits roll to avoid following your curiosity. Diff 5 for casual mysteries (the identity of that intriguing barrista). Diff 9 for more compelling mysteries (who dropped off the roses at your Chantry house). ''Ref: M20 Book of Secrets, pg 48''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Fate&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’re screwed. No matter what you do, regardless of your heroic deeds (possibly because of them), there’s a terrible end in your not-too-distant future. Prophecies speak of it, visions remind you of it, and other folks seem to know it too. You realize this fact, and it weighs upon you. From time to time, you must spend a Willpower point in order to shrug aside the dread of your impending damnation; otherwise, you lose one die from all rolls for the rest of that day. A common Flaw for Nephandi, Infernalists, and other folks who don’t know when to stop fucking with Forces That Should Not Be Fuck’d With, this Dark Fate becomes Damocles’ sword in your Storyteller’s hands. Sleep well… while you can. ''Ref: M20 BOS, 93''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Secret&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
| A skeleton or two is hanging rather precariously in your closet. If (let’s be  honest – when) it slips out and clatters to the floor, your life will get even more  difficult than it already is. Did you steal something precious that was in your  trust? Or live on the streets for a while? Maybe you came from a family you  would rather not discuss (see the '''Flaw: Family Issues'''), were involved  with a criminal organization, Awakened into a rival faction, or had a child or  lover you’re trying to forget about. In any case, you’ll be in trouble unless  you manage to keep that dark secret hidden… a feat that, in a world where  reading minds is damned near entry-level magick, can be difficult indeed. &amp;lt;br&amp;gt;(Note: Although this Flaw is traditionally worth only one point,  Dark Secrets with potentially deadly consequences might be worth  more points, at the Storyteller’s discretion.)  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If revealed it would cause you great embarrassment at best and make you an outcast or even hunted in your society at worst. Perhaps you had a lover who is a Black Spiral Dancer. Maybe you were responsible for the slaughter of your former pack/cabal/etc or the mysterious death of a sept/chantrt leader. This secret preys on your mind at all times, even though your friends (and packmates) are unaware of your shame. Occasionally, hints about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice the experience points to buy it off  ''Ref: M20 BOS, pg 61 and WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Debts&lt;br /&gt;
|1 - 5&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Mages (and mundanes) still need money in order to function in the human realm.  And in your case, you’re kinda fucked financially. Student loans,  credit-card debts, child-support payments, gambling losses, legal  judgments, medical bills, car and /or mortgage payments… the  ways in which a modern mage can get in over her head financially  are as numerous as the parties who prosper from such debts.  And then there’s the possibility of financial manipulation from  Awakened sources – mages or Night-Folk who, intentionally or  otherwise, are keeping you broke in order to assert their hold over  you (see Technocracy: Syndicate, p. 28). Maybe you just suck at the  whole paying-your-bills thing. For whatever reason, your income keeps  going back out. You might indeed have the Background: Resources,  but the money just doesn’t stay in your bank account for long.  As a Flaw, these Debts represent a minimum amount of  money you owe your creditors. The more you owe, the more  this Flaw is worth:  &amp;lt;br&amp;gt; • (1 point) Minimal debt (less than $10,000).  &amp;lt;br&amp;gt;• (2 points) Moderate debt (less than $50,000).  &amp;lt;br&amp;gt;• (3 points) Significant debt (over $50,000). &amp;lt;br&amp;gt;• (4 points) Crushing debt (over $100,000).  &amp;lt;br&amp;gt;• (5 points) Overwhelming debt (over $500,000).  &amp;lt;br&amp;gt;From the three-point level onward, your creditors will  expend a fair amount (perhaps a great deal) of effort to collect  those funds from you. Certain creditors, like loan sharks,  will start far lower than that. Tactics could range from round  the-clock phone calls and red-envelope letters to lawsuits,  repossessions, threats, eviction, and physical violence. For folks  with small and /or irregular incomes, the pressure from debt  and debt-collection harassment can cause intense emotional  and psychological distress… which, in turn, affects one’s ability  to make money… which deepens the debt… which deepens  the stress… in a desperate cycle that can lead to desperate acts.   ''Ref: M20 BOS, pg 61''&lt;br /&gt;
|-&lt;br /&gt;
|Degeneration&lt;br /&gt;
|3/6/9&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|Your body is falling apart. A curse, disease, flawed biotech, corrupting magicks, or some other affliction is rotting your physical form. Although Life magick can repair the damage to a degree, this degeneration remains unless the Flaw is somehow removed.&amp;lt;br&amp;gt;3pt - inability to heal without the use of magick or medical technology. Until treated with Life magick or medical intervention the character can not regain health levels lost to injury or disease.&amp;lt;br&amp;gt;6pt - character suffers a constant stream of injuries even without outside trauma. Whenever the character is at full health, they loose 1 level per every two weeks until healed or dead. Character can not heal on their own.&amp;lt;br&amp;gt;9pt - health loss is aggravated damage and can not be healed except through vulgar Life magick effects.&lt;br /&gt;
|-&lt;br /&gt;
|Deranged&lt;br /&gt;
|3/5&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|You suffer from a lasting form of mental illness. Although a successful Willpower roll (Storyteller’s option) might allow you to cope with the effects for a short time, this insanity lingers until and unless it can be cured… which also involves buying off the Flaw. This Trait gives you one of the following Derangements: Amnesia, Antisocial Personality Disorder (ASPD), Bipolar Affective Disorder (BAD), Dementia, Fugue, or Megalomania. (Potentially others with staff approval)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This madness might also affect someone with a Genetic Flaw, or who’s been subjected to &amp;quot;Room 101&amp;quot; or &amp;quot;Things Man Was Not Meant to Know&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3-point minor derangement reflects a troubling but manageable level of insanity&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;5-point major derangement represents an intensity of madness that makes your character a danger to herself and everyone nearby, if only because she’s a crazy person with the power of a mage.&lt;br /&gt;
|-&lt;br /&gt;
|Diabolical Mentor&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Your mentor wasn’t merely bad at his job – he turned  out to be actively malevolent. That person could be an actual  Nephandus, a demented Marauder, a ruthless wizard, a diehard  “black hats and mirrorshades” type of Technocrat, an Infernalist  sellsoul… maybe you don’t even know what your mentor really  is, but it’s just plain bad. Obviously, this personage has fucked  you up. Additionally, if you’ve uncovered things he would rath er keep secret, that could lead to other Flaws as well: '''Enemy,  Cursed''', and worse…   ''Ref: M20 BOS, 63''&lt;br /&gt;
|-&lt;br /&gt;
|Discredited&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|In your chosen field, your name is mud. Perhaps you’re  a scientist whose bizarre theories have cost him the respect  of his peers… or an academic who wound up on the wrong  side of departmental politics… or a journalist who stepped  too far over the line of credibility. Whatever it is you did  (or are reputed to have done), your professional associates  look down on you. Add +2 to the difficulty of your social  and Background-based rolls when you’re trying to get those  associates to take you seriously. Although this is a common  Flaw among the feud-happy Etherites, anyone who depends  upon a professional reputation can be discredited in this  fashion – professorial Hermetics, corporate-ladder Syndicate  ops, White Tower agents, and other competitive-field mages  can fall afoul of a bad rep too.  (May be taken by mortals and Mortal+) ''Ref: M20 BOS,pg 62''&lt;br /&gt;
|-&lt;br /&gt;
|Dogmatic&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Look, it’s great that you’ve got such strong spiritual con victions… but do you have to be such a dick about them? This  Flaw represents a religious, spiritual, and /or philosophical  approach that defines your moral and magickal beliefs. Trouble is, your beliefs don’t play well with others; rules-wise, you add  +2 to the difficulty of all social rolls which involve dealing with  people of differing beliefs. Even when you’re trying, dammit,  to get along with those misguided heretics, folks can tell that  you don’t approve. You sneer, you argue, you try to convert  everyone around you to your way of thinking… you can’t help  it, really – your convictions are just that formidable! After  all, you do use them to change the world, so how could they  possibly be wrong?  ''Ref: M20 BOS, 63''&lt;br /&gt;
|-&lt;br /&gt;
|Double Agent&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Social *restricted*&lt;br /&gt;
| You work both sides of a very spiky fence; one of these  days, you’re gonna get stuck on it. Perhaps you’re a Syndicate  spy in the Ecstatic Cult, or an Etherite working with Iteration  X. In the days of the Disparate Alliance, you might belong to a  Tradition while ferreting data to your true Craft. Eventually, this  dangerous game will catch up with you. Make plans, establish  contingencies, and try not to get yourself perished!  &amp;lt;br&amp;gt;Obviously, this Flaw must be kept secret from the other  characters in your group. For extra drama, try to keep it hidden  from the other players, too… ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Driving Goal&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Easily Intoxicated&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|Shit really fucks you up fast. (Opposite of Alcohol/Drug Tolerance Merit) Your roll to resist drugs or poisons (though not disease) suffer a +3 to difficulty. Contrary to popular belief, this does not make you a great Cult of Ecstasy canditate. In this case you don't control the drug, it controls you.&lt;br /&gt;
|-&lt;br /&gt;
|Echo Chamber&lt;br /&gt;
|4&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
| You surround yourself with groupthink. All opinions  on important topics (politics, religion, magick, and so forth)  must remain unified. No disagreements on such matters are  permitted within this echo chamber, and anyone who bucks  that decree is shown the door – often with great force – and  shunned, probably vilified, afterward. Loyalty to the group is  measured by the devotion each member shares with regards  to the “truth” as your group understands it. As a result, that  “truth” soon gets distorted. Like an echo reverberating within  a closed space, it verges into a distortion of the original source,  growing wilder and more extreme until something has to give.  Will that breaking point be you? Gods forbid… &amp;lt;br&amp;gt;Essentially a story-based Trait, this Flaw cuts your char acter off from information that runs contrary to the group’s  determined “truth.”''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Enemy&lt;br /&gt;
|1 - 5&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Someone hates your guts and will do whatever he, she, it, or they can do in order to make your life unpleasant. Game-wise, the value of the Flaw determines the strength and hatred of that enemy; a single point reflects a minor grudge from some inconsequential party, and five points represent the deadly plans of some powerful entity or group.&amp;lt;br&amp;gt; 1pt -- May refer to someone in your sphere of the same rank.&amp;lt;br&amp;gt;3 pt -- May represent a pack or cabal of &amp;quot;the enemy side&amp;quot; who bear a grudge against you.&amp;lt;br&amp;gt;5pt -- You have annoyed a someone of high rank and clout. (ie, a legend within Garou society, a powerful vampire, Mob or Mafia bosses, etc) ''Ref: M20 Ann, p. 647. '' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Esoteric Discourse / Technobabbler&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Your obsessive love of a specialized field inspires you to fill  every waking hour with obscure jargon and obtuse metaphrase ology. Most folks can’t understand half of what you say, and  their incomprehension of such elementary terminology impels  you to facilitate obligatory (if remedial) pedagogy. Oh, for fuck’s  sake – just talk normal for a change! &amp;lt;br&amp;gt;In game terms, this Flaw imposes difficulty modifiers (+1  or +2) on social rolls, thanks to the character’s compulsive jargonization, hyperinitiated nomenclature, and condescending  pedanticism. The Flaw’s first variation reflects arcane special ization, the second reflects tech-based terminology, and other  variations (Specious Legalese, Obtuse Academia, and so forth)  could reflect similar fascinations with other fields. For people  who actually understand you, however, the usual penalty might  become a social bonus instead… at which point everyone else  probably leaves the room and lets the experts talk amongst  themselves.   ''Ref: M20 BOS, pg 62''&lt;br /&gt;
|-&lt;br /&gt;
|Expendable&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|An upper-level member of your group wants you dead,  and sticks you with missions that will probably get the job  done sooner rather than later. You could be the lab assistant  who keeps being told to send those big metal kites up into the  thunderstorm, the apprentice who keeps getting sent off to  obtain forbidden artifacts, or the Black Suit who keeps facing  off against yet another goddamned werewolf pack while his  dispatcher makes excuses for the lack of timely backup. Either  way, you’re pretty screwed. Worst of all, no one will openly  admit that’s the case, and you may not even know who’s got it  out for you, much less why they’re trying to get you perished.  &amp;lt;br&amp;gt;Although this Flaw works best for Technocratic operatives  (who remain subject to orders no matter who they might be),  it suits any Awakened group that operates with a top-down  hierarchy wherein high-ranking mages assign missions to lower-ranking ones and expect those orders to be obeyed – say, the  Templar Knights, the Order of Hermes, the Celestial Chorus,  and so forth. It does not suit shamans, Ecstatics, or other mages  who don’t give a flying fuck what their so-called superiors say.  &lt;br /&gt;
''(Note: This Flaw resembles the Flaw of the same name in  Vampire: The Masquerade. Mages, however, die much more  easily than vampires do when one of their superiors wants to  get them killed, and so the Flaw is worth considerably more  in Mage than it is in Vampire.)''  &amp;lt;br&amp;gt;'''** House Rule: This Flaw will always be 3pt, even if Vampire is ever opened for play.'''  ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Extreme Kink&lt;br /&gt;
|3/5&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Failure&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Having blown a high-profile job, you’re now considered  a washout by your peers. Until and unless you manage you  redeem yourself, you’re essentially a laughingstock within your  group. Were you a Syndicate tycoon gone bust? A priest caught  doing the nasty with the choir? A cowardly Templar? A Pagan  gone Evangelical (or vice versa)? Life is made of reversals of  fortune, of course. Yeah, you’ll get back on top someday – it’s  just gonna be a hard climb. (**Requires on-going plot if you want to get back on top) ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Family Issues&lt;br /&gt;
|1 - 3&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Many mages leave their families behind. You didn’t do  that, although you may often wish you could. A flipside of the  '''Merit: Family Support''', this Flaw saddles you with a  basket of goodies from Dysfunction Junction, family-style. You  might have a meddling uncle, an abusive sibling, an alcoholic  parent, or “simply” the leftovers from dealing with such peo ple. You might have tried to escape them, but if so, someone  in your family is still looking for you. The family doesn’t have to still be part of your physical reality,  but the mess they left behind if you managed to get away from  them remains a part of your existence today.  &amp;lt;br&amp;gt;As with Supportive Family, the clan in question could be  blood relatives, an adopted family, or a family-of-choice you  kinda wish you hadn’t chosen. The more points you have in  this Flaw, the more your family issues interfere with your Awakened life. They could be mages themselves, though that’s not  often the case. More likely, they’re folks who still look for you  even in your Newlife, hangers-on who won’t leave you alone,  sickly relations who need tending (see also the Flaw: Ward,  p. 66), kids or siblings (or even parents) who have constant  troubles with the law… the possibilities are as endless as the  real-life complications that a troubled family can bring. And  no, you can’t just ditch out on ‘em even if you’ve already tried  to do so. If you could, they wouldn’t still be your problem,  now would they?  ''Ref: M20 BOS, pg 62''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Mind&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fifth Degree&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Social  **Technos only**&lt;br /&gt;
|Whether you know it or not, you have outlived your use fulness to the Technocratic Union. Your superiors have set you  up to fall, and your date with Room 101 or a suicide mission  waits right around the corner. Combine all the deficits of the  Flaw: '''Rogue''' with the assurance that you’re only alive  because someone would rather have you take out the bad guys  when you go down in a blaze of glory than spend the resources  necessary to take you down themselves. You have one more  chance to make good and stay alive. Step out of line again, and  your fate will be the sort of thing that makes cyborgs cringe. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Flashbacks&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gremlin&lt;br /&gt;
|1 - 5&lt;br /&gt;
|&lt;br /&gt;
|Supernatural&lt;br /&gt;
|There’s a perverse imp running around your home. Okay, maybe it’s not an actual imp – it could be a malfunctioning robot companion, a vain and selfish bioconstruct, a trouble-some spirit, an obnoxious beast, that talking winged tarantula we mentioned a few entries ago… the form of the creature is unimportant. Like the above Flaw: Apprentice, this Trait reflects a companion character who, despite being supposedly on your side, remains a constant pain in your ass. &amp;lt;br&amp;gt;Originally presented as the adversarial Background for Familiar, this Flaw becomes more significant as the power of the creature, and its attendant nuisance, grows: &amp;lt;br&amp;gt;• (1 point) A creature of unusual, but minor, ability, which busies itself with trivial annoyances.&amp;lt;br&amp;gt; • (2 points) An entity whose power and intellect (or at least its cunning) make your life frustrating but not actively hazardous.&amp;lt;br&amp;gt; • (3 points) A being of notable power whose mischief has begun to shade into actual damage to your property, health, status, and relationships.&amp;lt;br&amp;gt; • (4 points) A metaphysical pain in the tuchus whose powers cause lasting harm to you and to the things you consider precious.&amp;lt;br&amp;gt;• (5 points) A walking plague of significant power and malignancy. Said critter might not actually mean to be bad, but its effects on your life are inescapably destructive.&amp;lt;br&amp;gt; Read More -&amp;gt;  ''Ref: M20 BOS, 84''&lt;br /&gt;
|-&lt;br /&gt;
|Gullible ||2||General||Social||You believe everything folks tell you. You repost memes  without checking their accuracy or source. You fall for cons and  pranksters every single time. Seriously? How can a mage be so  goddamned gullible? Beats me, but yeah – subtract three dice  from every dice pool you roll (down to a minimum of one die)  when you’re trying to penetrate falsehoods (lies, not stealth), or  to fool people with your own bumbling attempts at deception.   ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hatred&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Haunted||3|| ||Supernatural|| An angry ghost – perhaps even more than one of them – has an entire skeleton to pick with you. Did you kill her yourself, or does she blame you for her death? Did you commit some awful crime against her during her living days, or were you foolish enough to attempt (and perhaps succeed at) a bitter act of necromancy against her after she had died? Whatever your sin might be (and whether or not you actually did anything wrong in the first place), this wraith is determined to make you suffer for whatever remains of your own life… and possibly your afterlife too, if she can manage that! ''REf: M20 BOS, 90''&lt;br /&gt;
|-&lt;br /&gt;
|Hero Worship||1||General||Mental||You admire someone to the point that they can do no wrong. This is a common trait of folks in an '''Echo Chamber'''(M20 Book of Secrets, pg 66). If your hero tells you to do something, you are inclined to obey. A Willpower roll is required to go against your Hero. The difficulty of this roll depends on the extermity of those desired. &amp;quot;Gimme a kiss&amp;quot;, would probably be diff 5, &amp;quot;Go stab your best friend in the back for me&amp;quot;, would be a 9 or 10. Read more: ''Ref: M20 Book of Secrets, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Hit List||4||General||Social||A rival group wants you dead. You might be a Templar  who’s made enemies among the Etherites, an Etherite who  crossed the line with the New World Order, and so forth.  Whatever happened, it’s personal and extends to the entire  group. As with the Vampire 20 Flaw: Clan Enmity, this is a  deadly business, far worse than the one-point Sect Enmity,  above. Social rolls when dealing with members of this group  add +2 to their difficulty – if you get a chance to make such  rolls at all. Whether or not the enemy group actively attacks  you on sight, its members will go out of their way to make your  life solitary, unpleasant, nasty, brutish, and short.  ''Ref: M20 BOS, 66''&lt;br /&gt;
|-&lt;br /&gt;
|Horrific&lt;br /&gt;
| 5&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|Beyond Monsterous! You may not be one a Nephandi or Marauder, but those that know what those words mean will assume you are one. A normal life for you is impossible. Inflicts a +3 difficulty modifier to any social roll that involves NOT scaring the shit out of people.  ** This flaw may make it hard to get valuable RP.**&lt;br /&gt;
|-&lt;br /&gt;
|Icy&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|You are one ice-cold bastard – an assassin, gangbanger, sociopath, or sadist who can commit atrocities without the slightest twitch. Although you’re not necessarily insane (see the Derangements in Mage 20, pp. 649-650), your callousness marks you as a creepy motherfucker. People avoid you unless they’ve got killing that needs doing… and then they step back and let you do your thing. Room 101 has positions for people like you (and so, despite their good-guy façade, do the Traditions and Disparate groups), but no one truly trusts you, and your soul is definitely in peril, with the Fallen only a step or two away from owning your cold ass.&lt;br /&gt;
|-&lt;br /&gt;
|Immortal Enemy&lt;br /&gt;
|5 - 8&lt;br /&gt;
|General&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, dear. You’ve pissed off someone whose concept of “eternal grudge” could be taken literally. Essentially, you’ve got the Enemy Flaw with a powerful and more or less immortal entity: a vampire elder, a demon, a demigod, totem spirit, Loa, dragon, or other being who measures its existence in centuries or millennia, with resources and abilities to match. Foolish wizard, what will you do now?For the relative power of this enemy (or perhaps for the number of your enemies), see the Merit: Powerful Ally. ''Ref: M20 BOS, 93''&lt;br /&gt;
|-&lt;br /&gt;
|Impediment|| 1 - 6||General||Physical|| Due to some physical condition you are less able to deal with certain situations.'''Replaces Deaf, Blind, Lame, etc'''. Unlike the labels applied to such &amp;quot;handicaps&amp;quot; the Impediments Flaw does not carry any judgment. &amp;lt;br&amp;gt;1pt - chronic headaches, impaired vision, minor arthritis or a few missing teeth. The impediment presents occasional inconveniences but is not a major hassle in your life unless something worsens the condition or removes the things that help you compensate for it.(glasses, dentures, pain reliever)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1pt - chronic headaches, impaired vision, minor arthritis or a few missing teeth. The impediment presents occasional inconveniences but is not a major hassle in your life unless something worsens the condition or removes the things that help you compensate for it.(glasses, dentures, pain reliever)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2pt - As with dyslexia, high-functioning Asperger's, chronic fatigue or pain, poor or deteriorating eye sight, or other internal obstacles, your impediment represents constant but not insurmountable problems. In certain situations you may suffer a +1 to difficulties that deal with that element of your life.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3pt - Your Impediment - severe migraines, significant autism, allergies or asthma, missing finger or eye, near deafness, palsy, Tourette's, deteriorating limbs, etc. Add +1 to difficulties for rolls dealing with your impediment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;4pt - missing limb, profound autism or deafness, malformed bones or connective tissues, severe arthritis, gnarled hands or feet, etc. Add +2 dice to difficulties involving your Impediment&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;5pt - profound physical condition, partial paralysis, constant and severe pain, advanced cancer, inability to speak, muscular skeletal deterioration, etc. Add +2 to physical difficulties unless you've got a reliable method of compensation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;6pt - Many physical feats are beyond you. Add +3 physical difficulties that you can do EVEN with Major effort.''Ref: M20 Book of Secrets, pg 39''&lt;br /&gt;
|-&lt;br /&gt;
|Impatient ***&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|You are driven to act NOW, not later. In situations where others just seem to take for-freakin'-ever to get something done, make a Willpower diff 6 roll to restrain yourself from just running off and doing it. ''Ref: M20 Book of Secrets, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Inappropriate&lt;br /&gt;
|1 - 4&lt;br /&gt;
|General&lt;br /&gt;
|Mental **Restricted**&lt;br /&gt;
|'''Required discussion with Staff'''. Minds do wierd shit, and so this Flaw reflects a mental condition or psychological kink that drives the character to embarrassing behaviors. Contrary to popular belief, this does not necessarily mean the character is Asperger's/austic, although it could compliment the FLAW Impediment. &amp;lt;br&amp;gt;1pt - You occasionally say or do sill shit that causes small degrees of embarrassement to you or others. +1 to social roll difficulties when you act out.&amp;lt;br&amp;gt;2pt - Your quirk inspires some pretty mortifying behavior on a regular basis. +1 difficulty social rolls, even if you aren't acting out at the moment.&amp;lt;br&amp;gt;3pt - You need to STFD or STFU or you're going to be in big trouble...again. +2 to social roll difficulties that '''aren't related to making an ass out of yourself'''.&amp;lt;br&amp;gt;4pt - You are a source of constant headaches to anyone who dares to identify you as a friend. +@ difficulty to social roll, plus a bad reputation amoung those who have hear about or know you. ''Ref: M20 Book of Secrets, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Infamy||1 - 5||General||Social|| You’ve made a bad name for yourself among the Masses.  Like the Background: Fame, this Flaw represents a degree of  recognition; in your case, though, that’s not a good thing…  especially not when you want to keep your life as a mage a  secret from the Sleepers.  &amp;lt;br&amp;gt;Once again, the weight of the Flaw determines its value:  &amp;lt;br&amp;gt;• (1 point) Certain people within a region or subculture  recognize and dislike you. (Examples: the local drunk,  Vox Day.)  &amp;lt;br&amp;gt;• (2 points) Your notoriety was wide once, but has faded  to occasional recognition and disdain (H.R. Clinton,  M.C. Hammer).  &amp;lt;br&amp;gt;• (3 points) You’re famous, but many people do not like  you (Kanye West, Nickelback). &amp;lt;br&amp;gt; • (4 points) The authorities don’t like you either (Roosh  V, Jared Fogle).  &amp;lt;br&amp;gt;• (5 points) You’re a household name, and that name is  shit (O.J. Simpson, Charles Manson). ''Ref: M20 BOS, pg 62''&lt;br /&gt;
|-&lt;br /&gt;
|Inferiority Complex ||1 ||General||Mental||Nope, you’re not worthy. Never have been, never will be. In situations requiring you to take charge or be personally responsible, all your difficulties are raised by one. ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Insane / Infamous Mentor&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social *Mage only*&lt;br /&gt;
|The mage who taught you the ropes is dangerously tangled  up in them. Maybe she’s out of her head (though probably not  a Marauder… yet); or he’s got an awful rep that has splattered  all over you. That person could be angry at you for some reason  (good or otherwise), or live downstream on Shit Creek, with a  nasty habit of dragging you along for the ride. This Flaw makes  an excellent addition to the Background: Mentor, and has a  way of fouling up your relationships with other mages as well  as your bond with the mentor herself.  ''Ref: M20 BOS, pg 62''&lt;br /&gt;
|-&lt;br /&gt;
|Intemperate&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Isolated Upbringing&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|You were raised within a reclusive environment and have had little contact with the “mundane” world. This could mean you were the child of Arcanum scholars, were born in a Uzome ile, or were extensively home-schooled away from society. This gives you a limited understanding of how the “normal” world works, and whenever you are outside of your childhood Affiliation, you have a –1 die penalty to all social skills.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jinx /Infernal Contraption&lt;br /&gt;
|2 - 10&lt;br /&gt;
|&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Stormbringer. The One Ring. The Monkey’s Paw. Sure, that paranormal doohickey may possess amazing powers, but it’s also a sack of miseries the likes of which few humans can imagine. And you’ve got one. Lucky you…&amp;lt;br&amp;gt;•  (2 points) Your Jinxed item features an annoying drawback that, while not deadly, makes life difficult for the person who owns it. Examples: it attracts ghosts, smells bad, makes irritating sounds at inconvenient times, or radiates a pervasive aura of discomfort.&amp;lt;br&amp;gt; ••  (4 points) The Jinxed item has several annoying drawbacks (as above), or perhaps one or two problematic ones. Examples: It must shed blood each time it’s employed, has a contentious and unpleasant personality, attracts malignant spirits, or tempts the owner to violate her moral code.&amp;lt;br&amp;gt; •••  (6 points) Your item features a host of annoying drawbacks (at least six of them), three or four problematic ones, and /or a major flaw. Exam-ples: The item belongs a powerful paranormal entity that wants it back, it inflicts constant pain on whomever uses it (three bashing health levels per turn of operation), the object radiates an aura of corruption and decay, or it steadily drives its owner toward atrocities.&amp;lt;br&amp;gt; •••• (8 points) In addition to at least six annoying drawbacks and /or five problematic ones, plus two or more major flaws, the item also backfires if you fail a roll of Wits + Esoterica (or Wits + Hypertech, if the item employs advanced technology), against difficulty 7. The Storyteller is encouraged to get creative when deciding how that backfire manifests; for suggestions, see the Mucking About with Wonders chart, Chapter Two, p. 141.&amp;lt;br&amp;gt;••••••  (10 points) In addition to the previous level of difficulty, the Storyteller essentially has an open license to make your life difficult in unexpected, creative, and often mysterious ways. Examples: A bloodthirsty cult that’s after the treasure, a demonic entity imprisoned within the item, a cross-dimensional vortex of probability fluxes and quirks of physics that manifest in the object’s vicinity, and so forth.  ''Ref: M20 BOS,88''&lt;br /&gt;
|-&lt;br /&gt;
|Lifesaver&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limbless&lt;br /&gt;
|5&lt;br /&gt;
|Companions only&lt;br /&gt;
|Pysical&lt;br /&gt;
|You possess no arms, legs, or other useable limbs other than perhaps a prehensile tail. You're a serpent, you're a blob, you're a worm or snail or something else like that. In order to manipulate your surroundings in a human world, you must use Telekinesis or a related power that can maneuver those things for you. This Flaw doesn't mean you're slow or clumsy; it ''does'' mean, though, that you can't employ most human tools, climb ladders, or grab things with anything other than your mouth or tail.&amp;lt;br&amp;gt;'''A character with this Flaw cannot also take No Dexterous Limbs'''. ''Ref: M20 G&amp;amp;M, 196''&lt;br /&gt;
|-&lt;br /&gt;
|Lustful&lt;br /&gt;
| 1&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|You can’t resist the erotic advances of the appropriate gender(s). You are easily seduced and often exhibit very poor judgment when dealing with sexually attractive people. The difficulty of any attempts to seduce you is reduced by two.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Mayfly Curse&lt;br /&gt;
| 5/10&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
| Your lifespan burns bright and fast. Perhaps due to biotech, cloning, or some other inhuman heritage or modification, you are far more quickly than the average person. &amp;lt;br&amp;gt;5pt - Your character ages 1 year for each month of Earthly time (you age 6 years per 1 earth year)&amp;lt;&amp;gt;br&amp;gt;10pt - You age 1 year per earth week.(52 years in 12 months)&lt;br /&gt;
|-&lt;br /&gt;
|Mental Lock&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|Somewhere between impulse and action, things get stuck inside your head. You tend to perform &amp;quot;nervous actions&amp;quot; to try to break yourself out of it such as stuttering or hand flapping. My pass a Willpower diff 7 roll and spend a temporary Willpower to get yourself out of it. Or otherwise stand around and wait for it to pass (about 5 turns). ''ref: M20 Book of Secrets, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Mentor's Resentment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Book of Shadows, The 42''&lt;br /&gt;
|-&lt;br /&gt;
|Mistaken Identity&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|You’re not who folks think you are, but that doesn’t stop  them from thinking that you are that person. For some reason  – similar features, related habits, a bureaucratic fuck-up that  linked their data to you, or maybe some far more insidious  connection – confusion follows you around. This situation  is awkward at best, and can get downright dangerous if that  not-you person is wanted for serious crimes… ''Ref: M20 BOS, pg 62&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Monstrous&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|A frightening appearance marks you as an outsider. Regardless of your true personality and temperament, some profound deformities, scars, body mods, or other characteristics fill people with terror and repulsion. You have APPEARANCE 0 and probably suffer penalties on social rolls. Though you might get a bonus if you are trying to scare people but that depends on what you look like and who you are dealing with.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg ''&lt;br /&gt;
|-&lt;br /&gt;
|Mr. Red Tape&lt;br /&gt;
|4&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Bureaucracy hates you. Any official complication that could  go wrong will go wrong if you’re the one who’s dealing with the  authorities. Essentially the opposite of the Merit: Master of Red  Tape (p. 58), this Flaw adds + 2 to the difficulty of any roll you  make when trying to get something done through an established  system, and throws stupid mistakes and delays into the works  whenever you’ve got to work with any sort of bureaucracy.  ''Ref: M20 BOS, 66&lt;br /&gt;
|-&lt;br /&gt;
|Naive&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
| Surely, the world can’t be that dark… can it? (Spoiler:  Yes, yes it can.) Oblivious to the depths of misery around you,  you retain an intrinsic faith in the best possible outcome.  And while this sort of optimism can provide the foundation  for literally world-changing beliefs '''(Mages: see the paradigm It’s All  Good – Have Faith! in M20 Ann, p. 570)''', it can also blind you  to the realities you face. When making a roll that could detect  another character’s bad intentions or malignant nature, add  +2 to the difficulty of your roll. Story-wise, you have a hard  time believing that the terrible things you see around you could  really be as bad as they seem, and may perhaps lack empathy  for other people’s pain (+2 to the difficulty of Empathy-based  rolls, at the Storyteller’s option) because you recognize so little  about pain yourself. ''Ref: M20 BOS, pg 62''&lt;br /&gt;
|-&lt;br /&gt;
|Narc&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Cursed with the rep of an informer, you’re on the outs  with your would-be associates. As with other reputation-based  Flaws, this shunning may be based on mistakes and rumors;  in this case, though, it’s probably at least somewhat accurate.  Known spies and spymasters, intelligence officers, witnesses  against their fellow mages, members of groups that are assigned  to investigation and justice (like House Quaesitor or the Ivory  Tower), and other real or assumed snitches generally catch  such reputations by default. System-wise, this Flaw adds +1 to  the difficulty of social rolls when dealing with people who fear  you might be spying on them; story-wise, such people could be  feeding you misinformation, stonewalling you, or plotting to  take you out when the moment to do so seems right.   ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|New Kid&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Social&lt;br /&gt;
|You’ve just recently Awakened, and you still have some thing to prove. Your peers don’t think much of you just yet,  and although you’ve got allies who consider you worth their  time, their investment in your goodwill is minimal. Add +2  to the difficulty of your social rolls with more experienced  mages until you’ve earned the right (and the experience) to buy  off this Flaw. On the good side, however, you’re likely to be  popular with certain companions, although – as “new meat”  in a social scene often discovers – that’s not always the kind  of attention you’ll want.  ''Ref: M20 BOS, pg 62''&lt;br /&gt;
|-&lt;br /&gt;
|Nightmares&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|You suffer horrible nightmares. They could come from psychic trauma, abuse, brain damage, Quiet, Paradox, Social Processing, etc. These nightmares play havoc on your character's mood, sleep, and long-term sanity. &amp;lt;br&amp;gt;3pt - Roll Willpower diff 7, EACH TIME your character wakes from sleep. A failed roll subtracts 1 die from all their roll for that day.&amp;lt;br&amp;gt;''Ref: M20 Book of Secrets pg 47''&lt;br /&gt;
|-&lt;br /&gt;
|No Dexterous Limbs&lt;br /&gt;
|4&lt;br /&gt;
|Companions Only&lt;br /&gt;
|Physical&lt;br /&gt;
|Though you're got paws, jaws, or other ways of grasping and manipulating many objects, you lack the complex prehensile fingers that allow you full access to the human world. Sure, you could pick up a laptop in your mouth or push a door open with your paws; you won't be using that laptop's keyboard very well, though, and you're helpless before a locked doorknob. Horses, dogs, eagles, and the like are extremely smart and clever beasts, beut even when their intellect and perspective approach human levels of cognition, such critters won't get much use out of, say, a smartphone.&amp;lt;br&amp;gt;Animals with precise prehensile digits (like monkey fingers) or limbs (like tentacles) should tak the Ungainly Fingers Flaw instead.&lt;br /&gt;
|-&lt;br /&gt;
|Notoriety&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Thanks to this inverse of the Merit: '''Prestige''', you’re saddled  with a bad reputation among your peers. System-wise,  this Flaw adds +2 to the difficulties of all social rolls within  your faction (Traditions, Crafts, Technocracy, etc.), and predisposes pretty much everyone outside your closest friends to  think the worst of you. Rumors dog your steps, and whispers precede your appearance. Whether or not the stories are true,  you’ve been linked to some disgrace, and will be shunned and  probably punished accordingly if you haven’t been punished  already. (See the Supernatural Flaw:''' Branded''', for a  potential punishment, or for an alternative to this Flaw that  could be taken by a Tradition mage character.) You might be  able to shuck this bad rep eventually, but it’s gonna be a pretty  rough road until you do. ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== O - P ==&lt;br /&gt;
	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Oathbreaker&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Sworn oaths are powerful things, especially when magick is involved. And yet, you have broken your vow – not a simple promise, but an oath of serious significance. “I’m sorry” won’t cut it here; you need serious atonement in order to make things right, and until that point, anyone who can read auras or listen to gossip within the proper circles will know you for the faithless swine you are. &amp;lt;br&amp;gt;A story-based Flaw, Oathbreaker marks your character out as someone who is not to be trusted. People who place great value in honor will shun her, and others will exploit what they consider her generally dishonorable nature. Beyond that, other characters may be hunting her, with the intention of exacting penance or revenge… maybe both! Resonance, Paradox, Seek-ings, and Quiet will reflect the metaphysical dimensions of this broken vow. Your Seekings may involve literal guilt-trips in which you’re confronted with the potential (or real) consequences of your violated promise; your Resonance remains tainted by the presence of dishonor; Paradox will assume appropriately ironic forms, like visitations from the entity called Judgment in Mage 20, Appendix I; and should you fall into Quiet, there’ll be no place to hide from the transgression you’ve committed. In short, then, you’re screwed for reasons that are very likely your own fault. Read More -&amp;gt; ''Ref: M20 BOS, 90''&lt;br /&gt;
|-&lt;br /&gt;
|Obsession&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|OCPD&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Offline&lt;br /&gt;
|1 - 3&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|You hate the goddamned Internet. As far as you’re concerned, it’s a complicated waste of time. You loathe social  networking, lack a webpage, refuse to Twitter, and don’t really  even know (or care) how to Google stuff. Anyone who wants to  contact you can damned well write a letter, use a telephone, or  just leave you the hell alone! (Damn kids, get off my digital lawn…) &amp;lt;br&amp;gt;While this Flaw is worth only one point in cultures where  the Internet is an occasional (and often privileged) indulgence,  it’s a three-point Flaw in cultures where Internet access and  participation are major elements of most people’s social lives.  Those cultural divides are more tied to generational and eco nomic divides than they are to ethnic or geographical ones.  A poor, elderly, or simply old-fashioned New Yorker might  not really care about net access, so long as she can still stay in  contact with her friends and family; a college student in Rio,  however, would be at a pretty significant disadvantage if he  chose to avoid the Internet. And yeah – twenty-first-century  mages use the Internet too, even if they don’t visit the Digital  Web. Online presence isn’t just for Virtual Adepts anymore!   ''Ref: M20 BOS, pg 62''&lt;br /&gt;
|-&lt;br /&gt;
|Old Flame&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
| A former love of your life now works for the enemy. Worse,  she knows your weak spots, and can still call on you “for old  times’ sake.” Unless you manage to succeed in a resisted Ma nipulation-based social roll contest (see M20 Ann, pp. 390-391)  when your old flame tries (again) to win you over (again), you’ll  find yourself doing things (again) against your better judgment  again… and again… and again… ''Ref M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Omega&lt;br /&gt;
|4&lt;br /&gt;
|Companions only&lt;br /&gt;
|Social&lt;br /&gt;
|Like a beta, you occupy a low place in your social hierarchy. But while the beta still retains a position of honor, you don't. Instead, you occupy the bottom layer of your group's social structure. You get whatever they choose to give you and take whatever they dish out. Verbal and perhaps physical abuse are your daily lot, and although the group will genereally protect you from outside forces, no on will protect you from your group.&amp;lt;br&amp;gt; Although this Flaw generally raises the difficulty of your Social rolls by +2 when you deal with parties outside your group, and by +4 within that group, certain Social rolls (for Intimidation and perhaps Seduction) might remain unaffected if you're a dangerous sort of beast. After all, an omega wolf is still a wolf, and the beast who cowers from his packmates could still rip out a human's throat. ''Ref: M20 G&amp;amp;M, 196-197''&lt;br /&gt;
|-&lt;br /&gt;
|Outsider ||2 || Kinfolk||Social||Because of rumors (true or not), an ill-done deed, poor decision, or some other character flaw, you have a poor reputation among Kinfolk and Garou. They don’t necessarily hurt you, but they let you know you aren’t welcome in their camps or homes. Make all Social rolls involving interaction with werewolves and Kin at +2 difficulty. ''Ref: WW20 Ann, 382'' &amp;lt;br&amp;gt;'''Shifter sphere is not open, but this can apply towards other Kinfolk characters on the game and in plots where more of shifter society is presented.'''&lt;br /&gt;
|-&lt;br /&gt;
|Overconfident&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|You are the best at what you do, and no one can do better or convince you otherwise. Nothing is beyond your reach. You almost never back down from a challenge, no matter how absurd it is. ''Ref: M20 Book of Secrets, pg 47''&lt;br /&gt;
|-&lt;br /&gt;
|Overextended&lt;br /&gt;
|4&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|You’ve tried to do too much, and the strain has begun to  show. Even when you add Time Sphere magick to the equation,  there really are only so many hours in a day, and you spend most  of them just trying to keep up with various commitments. You’re  on too many committees, stuck with too many reports, nurturing  too many connections, maintaining too many resources for one  person – even a mage – to handle. Other characters, on top of  it all, have begun to undermine your ability to juggle all those  plates, and folks are gunning for your position if and when you  finally fuck up badly. While this Flaw best suits members of the  Technocratic Union, it’s appropriate for any mage who belongs  to a group that prizes involvement, most especially the Hermetic  Order, Celestial Chorus, Wu Lung, and Templar Knights. (**Applicable to all spheres) ''Ref: M20 BOS, 66''&lt;br /&gt;
|-&lt;br /&gt;
|Pacifist&lt;br /&gt;
|5&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|You’ve chosen to cause no intentional harm to anyone, be it a religious restriction or a moral decision you made. You may defend yourself with magic, and this may be something that you have specialized in for that purpose. If you take this Flaw, you should be prepared to play with these restrictions sincerely.&lt;br /&gt;
|-&lt;br /&gt;
|Permanent Wound&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You are suffering some form of permanent pattern leakage, a Paradox Flaw, or some other physiological deficit. Regardless of the cause, the character is always at WOUNDED health level; even with magickal healing the injury returns to its normal state at sunrise or sunset (player's choice). IF the character takes more damage, another 4 level will kill the character. Permanent Wound does not resolve completely until it is bought off through a dramatic story-based cure.  * will require logs be sent to staff.&lt;br /&gt;
|-&lt;br /&gt;
|Phobia&lt;br /&gt;
|1/3&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Phylactery&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Your magick, perhaps your very soul, resides outside of your physical self. Maybe you’ve placed your soul within a ring, a jar, or a wooden doll in order to protect yourself from possession and control. Or perhaps you believe that your wand, not your Will, is the source of your mystic powers. You could have built a robot as an extension of your Genius, or crafted a jacket into which you’ve instilled the very essence of who you are. The receptacle itself is not important except with regards to its portability. This Flaw reflects the fact that you must have the receptacle before you can employ your Arts. Without it, you’re just another Sleeper. &amp;lt;br&amp;gt;All told, a phylactery offers a few powerful benefits in ex-change for some pretty significant drawbacks. On the plus side:• A phylactery allows you to preserve a part of your con-sciousness outside your mortal body. That body may be destroyed, but your soul and consciousness live on until or unless the phylactery is destroyed. With Mind 4, you can project that consciousness into another body or an astral form, while a character with Mind 5 /Spirit 5 can place your Awakened consciousness into a new body for you. • If the phylactery is taken from you, or you’re taken away from it, you can retrieve it, or return to it, with a successful application of the Correspondence Sphere. The difficulty for this return Effect is 4 if the return would seem coinci-dental to a witness, 5 if it’s vulgar without witnesses, and 6 if it’s vulgar with witnesses. (Yes, the usual Paradox applies.) • A living phylactery retains a psychic bond with you, as if you’re in constant empathic and telepathic contact with that character. (No roll necessary.) If the phylactery is a place, then you retain an awareness of that place, and can check in with it by using Perception + Awareness, difficulty 6. (For very large areas, the check-in difficulty may range from 7 to 10.) • With the addition of the Merit: “Immortal” at the seven-point level, your physical body may continue to survive until the phylactery is destroyed… which, if you don’t mind going without your magick for a while, could render you more or less immune to death if you then hide your phylactery away in a safe location. Traditionally speaking, that’s why many mages make phylacteries in the first place: to preserve their mortal lives indefinitely. • So long as your phylactery remains safe and undamaged, you remain immune to Gilgul and other soul-trapping attacks. Your body may be possessed, but your soul cannot be stolen or destroyed unless someone attacks your phylactery instead… in which case you’re screwed, as described below. For details about Gilgul, see that entry in Chapter Four, pp. 218-220.• And if you invest your soul into a place, you literally carry the essence of that place within yourself, while a part of you always remains there. For practitioners of certain an-cestral forms of magic (or simply for hardcore romantics), that’s a very powerful reason to do such a thing. &amp;lt;br&amp;gt;Those are the good points. The downsides are as follows: • If the phylactery gets destroyed, your ability to use magick in this life gets destroyed along with it. • You cannot perform magick or recharge your Avatar unless you have some form of physical connection to your phylactery. That form could involve a physical gateway to virtual contact, as with a computer that accesses a mainframe, but you still need that gateway in order to reach a distant phylactery. (Yes, you may use Correspondence Sphere magick to reach the phylactery, and you are always counted as being one success away from your phylactery when you use Correspondence to reach out to it.)• If your phylactery is a place, you must be in that place in order to employ the Spheres. If it’s a living thing, then that character has got to be within touching range before you can use the Spheres. (Explains a lot about Blofeld and his cat, doesn’t it?) • If you’re using your phylactery to cast magick, you need to be rather obvious about it – shouting commands to your hypertech robot pal, holding your mystic crown aloft, hewing your demonic sword through enemies as you shout invocations to your patron god, that sort of thing. • If your Avatar communicates to you through an embod-ied phylactery character, then you need to purchase the Merit: Manifest Avatar (p. 71) to represent the Avatar’s physical form. • If your phylactery is an item, then it’s considered a unique personalized instrument, as per the rules in Mage 20, pp. 587-588. It can be broken, stolen or repaired, but cannot be replaced if it’s totally destroyed. &amp;lt;bR&amp;gt;Creating a phylactery of this sort demands high-level magick – Correspondence 5 /Prime 5 /Spirit 5 /Mind 4 to be exact, plus Matter 4 to invest one’s self into a material item, Life 5 to invest it into a living thing, and Life 5 /Matter 4 in order to instill it into a place with an active biosphere – a forest or lake, as opposed to a bare room or large metal box. ''Ref: M20 BOS, 94''&lt;br /&gt;
|-&lt;br /&gt;
|Power Source&lt;br /&gt;
|1 - 5&lt;br /&gt;
|Companions only&lt;br /&gt;
|Physical&lt;br /&gt;
|You require energy in order to function. Your makers thoughtfully provide a power source for you, but it tends to run out and must be periodically replaced if you're to stay in good working order.&amp;lt;br&amp;gt;'''A common Flaw for robots and cyborgs''', this Flaw's value depends up on the frequency with which your power source must be renewed.&amp;lt;br&amp;gt;1pt - You need a new power source or recharge every 30 days.&amp;lt;br&amp;gt;2pt - Every 15 days.&amp;lt;br&amp;gt;3pt - Every 7 days&amp;lt;br&amp;gt;4pt - Every 3 days.&amp;lt;br&amp;gt;5pt - Every day.&amp;lt;br&amp;gt;For each day you go without a renewed power source, you lose one die from ALL of your dice pools until a new power source get installed. The penalty applies to all dice pools equally - not different rates for different pools. When your higest dice pool runs out, you go inactive until you've received a new power source. Although that new power source starts you right back up again, an especially long period of inactivity might (ST option) damage your systems to the point where you function at half of your normal dice pools until an appropriately skilled technician can repair you. &amp;lt;br&amp;gt; Those with Technocratic power sources can be recharged easily so long as there's a supply of the correctly standardized power sources available. Those with unusual, ancient, experimental, or unique power sources would be much harder to resupply, especially if only a limited number of such power sources exist.&amp;lt;br&amp;gt; Although generally intended for mechanical characters, the power source in question might also be mystical (specially cut jade crystals bathed in sunlight), metaphysical (an hour of meditation with a properly trained monk), or else otherwise paranormal or immaterial (the light of the full moon, a gallon of bats' blood, rocks collected at the Burning Man festival, etc).  ''Ref: M20 G&amp;amp;M, 198-199''&lt;br /&gt;
|-&lt;br /&gt;
|Profiled Appearance&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|You are a book judged by its cover. People think you are one of &amp;quot;those&amp;quot; people.. they type that do bad things. You are judged on your appearance rather than on your social behavior. This FLAW can not be removed without magick. It is part of the character's identity. (related to: Cultural Other Flaw)&amp;lt;br&amp;gt;''Ref: M20 Book of Secrets, pg 41''&lt;br /&gt;
|-&lt;br /&gt;
|Probationary Member&lt;br /&gt;
|4&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Having recently defected from a rival group or faction,  you’re on probation with the current group. Peers expect you  to turn on them, and certain folks have probably decided to  throw you under the bus on general principle. Your continued  membership (possibly even your survival) depends upon doing  everything right and nothing wrong… and just how often do  things really go that well in the real world, anyway?   ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Vampire&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Also known as the Reaper’s Touch, this dreadful curse makes you a life-force siphon. Your presence consumes vitality from your surroundings and the living things who happen to get too close to you. Unless you do so, however, your own life-force withers. Despite your best intentions, you’re essentially a walking void into which life itself pours in order to sustain your own existence. &amp;lt;br&amp;gt;Story-wise, you’re a drain on the energy of your companions. Insects and small plants perish in your presence, while children and animals smaller than a horse feel ill when you stand near them. System-wise, any character who’s in physical contact with you for an hour or more loses one health level per hour to bashing damage. If you’re unable to soak up someone else’s life-force, though, then your own vitality drains away. In system terms, you lose health levels in the reverse order that you would heal lethal damage, dropping to Bruised after one day, to Hurt after three days, to Injured after one week, and so on.&amp;lt;br&amp;gt;If you employ Life Sphere magicks, your difficulties for healing or improvement-type Effects are raised by +2, while your difficulties with corrupting, damage, or illness-related Effects are lowered by -2. (In both cases, the usual maximums and minimums still apply.) Each health level you inflict on someone else with Life Sphere magick heals you of one health level if you’re injured, or else forestalls the “starvation” loss of your own health levels by one day per health level inflicted. &amp;lt;br&amp;gt;An inversion of the Merit: Spark of Life (p. 78), this Flaw darkens your aura, makes your blood taste awful as far as vampires are concerned, and keeps your close associates constantly sick with low-level ailments. Life-affirming mages consider this to be a mark of profound misfortune or outright evil, while folks who love corruption (Nephandi and the like) see you as a ripe candidate for recruitment. Mundane science can’t do a damn thing about this metaphysical malady, and dismisses such fluffy concepts as “life-force energies.” The Technocratic Union, on the other hand, that this sort of thing seriously, and tends to view psychic vampires as Reality Deviants of the most unfortunate kind.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Q - S ==&lt;br /&gt;
	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Repulsive Feature&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|Essentially the inverse of Enchanting Feature Merit. Unlike Impediment Flaw, the affects the way people regard you, not the way your body functions. The feature in question does not represent overall ugliness, as per Monstrous Flaw or Horrific Flaw. Add +2 to difficulties to social-trait rolls when this feature comes into play. &amp;lt;br&amp;gt;''Ref: M20 Book of Secrets, pg 41''&lt;br /&gt;
|-&lt;br /&gt;
|Rival House&lt;br /&gt;
|1 - 5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Social&lt;br /&gt;
|You belong to a Chantry (or Construct, or whatever) that  has a longstanding animosity with another such organization.  This could be a rival Hermetic Chantry, a temple whose  members consider you to be heretics, a hostile street gang, an  opposing martial arts order, a coven that has declared a witch war against your group, a Construct that has marked you all for  death, and so on. This antagonism is mutual, too, and you’re  expected to act accordingly. Mediation remains unlikely, and  things could get worse before they get better… if improved  relations are even possible. &amp;lt;br&amp;gt;Obviously, such hostility is personal, with deep roots in  the backstory of your chronicle and its characters. Groups of  mages don’t generally pursue mass grudges without serious  reasons to do so! The Flaw’s value depends upon the power  of that other stronghold and the level to which they hate  members of your own.  &amp;lt;br&amp;gt;• (1 point) A minor rivalry with an associated Chantry of  equal or lesser power in relation to your own. For the  most part, the antagonism involves pranks, competition,  minor sabotage, and occasional “friendly” brawls.  &amp;lt;br&amp;gt;• (2 points) A significant rivalry (serious fights and slanders,  major sabotage) with a Chantry of similar power, or a  minor rivalry with a Chantry so powerful they don’t  consider yours to be a true threat.  &amp;lt;br&amp;gt;• (3 points) Deadly antagonism between roughly equal  Chantries.  &amp;lt;br&amp;gt;• (4 points) A significant rivalry between your Chantry  and one that’s powerful enough to inflict serious damage  upon your own. &amp;lt;br&amp;gt;• (5 points) Deadly hatred from a Chantry that could level  yours if they really wanted to… and they probably do.  &amp;lt;br&amp;gt;From the three-point version onward, it’s pretty unlikely  that the rivalry can be resolved without a shared enemy or  some significant interference from an even more powerful  third party. It might not be resolvable even then. This Flaw  requires the Background: Chantry /Construct, but any  character with such associations can take it – the Flaw is not  restricted to mages from the Traditions and Technocracy.  Your rivalry might cross factions, too; a Hermetic House  might hold a longstanding enmity with a Progenitor lab.  It can also exist within a single group (two rival Etherite  collectives), or between two related groups that do not  belong to the same faction; alchemist sects, for example,  have been arguing over the name Solificati for centuries,  with no end in sight!  ''Ref: M20 BOS, pg 62''&lt;br /&gt;
|-&lt;br /&gt;
|Rivalry&lt;br /&gt;
|3 - 5&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
| &amp;quot;An associate of yours has it out for you, and while this  rival cannot openly move against you (probably because of  an external authority she doesn’t want to risk annoying, or  social pressures that she can’t avoid), she’ll make your life as  difficult as she can under the circumstances. Rumors, sabotage,  exposed scandals, and perennial traps are just a few of your  rival’s weapons against you. And while you can dance around  most of them, a few still manage to hit their mark.  &amp;lt;br&amp;gt;The value of this Flaw depends, as usual, on the amount  of trouble this rivalry causes for you:  &amp;lt;br&amp;gt;• (3 points) Someone of a lower or equal degree of power  and influence wants to complicate your life.  &amp;lt;br&amp;gt;• (4 points) A rival of greater power and influence throws  obstacles in your path whenever possible.  &amp;lt;br&amp;gt;• (5 points) A far more powerful rival is seriously dedicated  to keeping you miserable… possibly even to making you  dead.  &amp;lt;br&amp;gt;Why does this person hate you? It could be a “simply  business” sort of situation, like the rivalry between Syndicate  executives or Hermetic Adepts. There may be a romantic tangle  or family history involved, or perhaps an academic dispute,  as is often found among members of the Etherite Tradition  or Progenitor lab-groups. Chances are, this person doesn’t  actually want you dead – just disgraced or removed from  further consideration. Fatal rivalries do arise, however… and  as Doissetep’s implosion proved long ago, such things can get  really ugly when mages are involved.&amp;quot;   ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Rogue&lt;br /&gt;
|4&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|The loosest of cannons, you’re gonna do whatever you  damn well please, and to hell with any and all consequences!  You might still belong to a group, but your membership is more  a matter of habit or convenience than of loyalty. Alternately,  you may have gone your way and now exist in a nebulous state  between fondly remembered comrade and total outlaw. Certain  Backgrounds ('''Requisitions and Secret Weapon''') are forbidden  to you now, and others ('''Allies, Backup, Chantry, Resources'''  and potentially many more) are hard to access – perhaps even  impossible to access – if their connection to you depends upon  your allegiance to a group. Former peers consider you a liability,  and the main reason no one has taken you out yet is because  nobody’s gotten around to doing so successfully.  &amp;lt;br&amp;gt;For Technocratic operatives, this Flaw is a slow-motion  death sentence; for other mages, it could involve similar threats  to longevity, although many Crafts (aside from the Templars,  Wu Lung, and Hippolytoi) and most Traditions (aside from  the Chakravanti, Akashayana, and Order of Hermes) take a  more liberal approach to rogue members. Either way, your  relationships with former allies are strained at best (+3 to the  difficulty of most social rolls involving their goodwill), and  you’re on rather hostile terms with your so-called (or former)  superiors. Some mages manage to live for quite a while in this  state of mutual antagonism. Most, however, do not.  ''Ref: M20 BOS, 66''&lt;br /&gt;
|-&lt;br /&gt;
|Rotten Liar&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|&amp;quot;Man, you suck at lying! You could not tell a credible un truth if your life depended on it… which it might, so this can be  sort of a problem for you. It may be that you’re just too honest  for your own good, or cursed to speak the truth as you know  it, regardless of the cost or your intentions; then again, you  might just stammer your way through attempted deceptions,  telegraphing your lies through body language and vocal tone.  Whatever the reason, add +2 to the difficulty of any die roll  you make when you’re trying to deceive another character. Yes,  this penalty extends to magickal deceptions too, like illusions  or mind control. Honesty might not always be the best policy  among the Awakened, but for you it’s generally the best option. &amp;quot;  ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Sect Enmity&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|&amp;quot;Mage groups tend to have issues with each other by their  very nature. You, however, have managed to piss off an entire  sect of mages within your larger group. You could be a Verbena  witch who hacked off the Hermetic House Flambeau (yipe), a  Black Suit on the wrong side of the Friends of Courage, or a  Red Spear who trash-talked the Ghost Wheel Society and lived  to regret it. Although your enemies won’t try to kill you – you  are theoretically on the same side, after all – they really don’t  like your face, or much else about you.   ('''Hit List''' is a more severe version of this flaw.)&amp;quot; ''Ref: M20 BOS, pg 63''&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|&amp;quot;You are shorter than 5 feet tall, maybe a lot shorter. Character runs at half speed, has trouble reaching things, lacks physical leverage for certain feats, and probably gets a lot of shit from people that refuse to take them seriously. *Required if you also take the Child Flaw*&amp;quot; ''Ref: M20 BOS, ''&lt;br /&gt;
|-&lt;br /&gt;
|Short Fuse&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shy&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|Commonly called ''social anxiety'' these days. Add +2 to social rolls, thanks to your uncomfortablness around people. IF you end of the center of attention, gods forbid, add +3 dice to your social rolls. ''Ref: M20 Book of Secrets, pg 47''&lt;br /&gt;
|-&lt;br /&gt;
|Sleeping with the Enemy&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|A paramour of yours belongs to an enemy group – Awakened  antagonists, perhaps, or maybe one of the Night-Folk (as per the  old Flaw: '''Massasa Contact'''). This isn’t simply a matter of rivalry;  if you’re discovered, you’re both probably gonna die. Still, love (or  lust) is a powerful force, and so you and your loved one live out one  of those ''Romeo and Juliet'' situations. Just remember, though: Romeo  and Juliet is a tragedy, not a romance, and things are likely to go the  same way for you.&amp;quot; ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Soft-hearted&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|Whether because of an abundance of empathy and compassion, or simply a weak stomach, you cannot stand to watch others suffer. You must avoid or leave any situation that involves someone in physical or emotional pain, unless you succeed on a Willpower roll (difficulty 8). ''WW20 Ann, 477''&lt;br /&gt;
|-&lt;br /&gt;
|Special Responsibility&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Social *discuss with staff*&lt;br /&gt;
|You and your big mouth! Shortly after you joined your  current group, you stepped up and assumed a duty to that  group. Doing so earned you some points with the leadership,  but that duty comes at great cost to you. This responsibility  weighs on you to a significant degree, consuming time, energy,  and social, emotional and perhaps monetary resources you’d  rather devote to other things.  &amp;lt;br.Obviously, you need to define what you’re doing for whom,  and what you need to do in the course of doing it. Although  it’s (probably) not dangerous in life-threatening ways, this Flaw  demands constant attention. Until you buy off the Flaw, you  really can’t skip out on your responsibilities.  ''Ref: M20 BOS, pg 63''&lt;br /&gt;
|-&lt;br /&gt;
|Speech Impediment&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|For Psychological reasons (instead of Physical reason covered under Impediment). You have some sort of frustrating imperfection: a lisp, stutter, too-broad an accent, whisper, and so forth. Add +2 to difficulty of social rolls that require speaking clearly. This Flaw should be RPed out whenever possible. If you are able to change forms, this flaw carries over since it is a mental condition, not physical. ''Ref: M20 Book of Secrets, pg 47''&lt;br /&gt;
|-&lt;br /&gt;
|Sterile / Barren&lt;br /&gt;
|1 or 4&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|'''For non-kinfolk characters this flaw costs 1 point.  For Kinfolk, it costs 4 points as it has a greater stigma attached.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;WW20th: For Kinfolk, who serve werewolves as perpetuators of the species, inability to reproduce is a serious Flaw indeed. Not only does it carry a social stigma, it may also incur abuse, neglect, or even exile. Kinfolk who can’t reproduce lose a great deal of their value in Garou eyes. For obvious reasons, vampires and wraiths who were Kin can’t take this Flaw ''Ref: WW20th, 382''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;M20th: For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Cost to buy off this flaw is 2xp, period. You will need to log a scene of how it gets corrected as well.'''&lt;br /&gt;
|-&lt;br /&gt;
|Sympathizer&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Social&lt;br /&gt;
|Hey, they’re okay once you get to know them! You’ve expressed  some degree of sympathy for an enemy faction, and that sympathy  does not make you terribly popular! Maybe you’re a Technocrat  who sees validity in the Traditions, a Trad mage who shares  some part of the Technocratic vision, a Disparate mage with  secret ties to one of the other factions, or even – gods help  you! – a mage from pretty much any group, who dares to view  the Mad and Fallen as something other than walking targets  for instant execution. This Flaw goes well with other Flaws  like '''Rogue, Branded or Fifth Degree''', and could well wind  up getting added to your character sheet if you’re not discreet  about your associations with rival mages. ''Ref: M20 BOS, pg 63''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Taint of Corruption&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Evil has an intimate hold on you. Your spirit has been corrupted – possibly since birth, as with the reborn Nephandi known as widderslainte – and you are, as the werewolves put it, “of the Wyrm” whether you wish to be or not. This doesn’t necessarily mean you behave in an evil manner – you can choose to resist the evil inside you. On a metaphysical level, however, you bear an innate corruption which tests the ideal of Enlightened self-determination. You may, perhaps, defeat it, but it’ll be a hard struggle before you do.&amp;lt;br&amp;gt;From a story perspective, this Flaw could come from de-monic possession, the aftermath of an awful Quiet or a badly botched high-level Seeking, corrupt Resonance, one too many deals with malignant Umbrood, a curse, a vile past life, wicked karma, Nephandic heritage, poor life-choices, the influence of the Wyrm, a collection of tainted texts or artifacts, time spent in a hell, or other forms of metaphysical poison. It almost certainly shapes your magickal focus, and the things you do in pursuit of your magicks (that is, your practices and instruments) may well perpetrate this corruption. (Hey, now, hey now now…) To entities who recognize such soul-stains, you are either a mortal enemy (as far as most werewolves are concerned), an object of pity and potential salvation (the nicer sorts of mages), or – most likely – both. (“Hey, it’s a mercy killing, right?”) &amp;lt;br&amp;gt;Meanwhile, inside your skin, you wrestle with the urges born from that corruption. Whether or not you give in to them (which would, of course, just deepen the decay), your dreams and impulses hold a distinctly unpleasant edge. Working malig-nant magick is frighteningly easy for you (-2 to your difficulties, up to the usual modifier limits), but your “good” spells are harder to cast (+2 difficulty, as above) and have a tendency to leave traces of corruption even when you succeed. Your aura crackles or swirls with leprous stains, and your Merits, Flaws, Backgrounds, and other Traits reflect the damnation you carry inside. A truly epic quest might purge this evil (and buy off this Flaw), but maybe it’s just easier to go with the flow, even if that flow leads you straight into the gutter and beyond…   ''Ref: M20 BOS, 96''&lt;br /&gt;
|-&lt;br /&gt;
|Thaumivore&lt;br /&gt;
|5&lt;br /&gt;
|Companions Only&lt;br /&gt;
|Supernatural&lt;br /&gt;
|To survive in the material world, you must consume that lifeblood energy of Creation that mages call ''Quintessence''. Without it, you suffer debilitating hunger, weaken steadily, and eventually perish and fade into nothingness.&amp;lt;br&amp;gt;Ideally, you consume solidified Quintessence in the form of Tass. Your patron mage con feed you raw-energy Quintessence, but it's not terribly satisfying. Although a steady diet of it won't harm you, it will leave you grouchy enough to reconsider the terms of your relationship. Ideally, you'll be given a regular diet of metaphysically energized substances -- magic toadstools, enchanted amulets, batteries charge with raw lightning pulled from the heavens, that sort of thing. The nature of your food, of course, must suit your innate nature; trying to feed a unicorn with Technocratic fuel cells will go about as poorly as trying to recharge a HIT Mark with goblin fruit. (In game terms, no -- that won't work.)&amp;lt;br&amp;gt;System-wise, your character must devour at least one point of Tass or Quintessence per day. Each day you go without that nourishment, you lose one health level, and suffer a one-die penalty to all your dice polls. This damage cannot be soaked, and your body rapidly decays until nothing's left at all. (See also: Unbelief) Once you begin to feed again, all previous damage heals. Your mood, however, might take quite a while to abate....&amp;lt;br&amp;gt;  This Flaw can (and probably should) be taken in connection with the Flaw: Unbelief. ''Ref: M20 G&amp;amp;M, 198''&lt;br /&gt;
|-&lt;br /&gt;
|Throwback&lt;br /&gt;
|1 - 5&lt;br /&gt;
|&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Haunted by a past life (often as per the Background Trait of that name, described above), you suffer from awful memories and act out in ways that are, shall we say, not pro-ductive to your current incarnation. Perhaps you still loathe the clergymen who tortured a former “you” for witchcraft 400 years ago; the smell of cooking meat still sends you into panic attacks. Or you’ll get vertigo and acrophobic surges from that time a previous incarnation fell off a castle wall. You may slip into archaic accents, foreign languages, or terminology that is not exactly au courant (or socially acceptable) in today’s world. Flashbacks, time segues, inappropriate behavior – it’s all part of the package in this life you lead today. &amp;lt;br&amp;gt;For each point in this Flaw, up to a maximum of five points (and dice), the Storyteller will roll one die against difficulty 8 when the potential arises for a past life to affect your present life. The more successes he rolls, the more that past life affects you. The symptoms of this “throwback syndrome” generally depend upon the Storyteller’s whim, but you could collabo-rate with him to hash out a backstory (or several backstories) for the previous incarnations your character recalls, and then roleplay symptoms that seem appropriate to those histories. For especially strong flashbacks (three successes or more), you may need to roll your Willpower (again, difficulty 8) to suppress the reaction to what your character recalls. &amp;lt;bR&amp;gt;Described in Guide to the Traditions as an adversarial Background of Past Life, this Flaw makes a fitting companion to that Background, the Dream Background, and to other Merits and Flaws related to reincarnation (Twin Souls, Shat-tered Avatar, and similar Traits described within this section). With a few appropriate changes to the symptoms, you could also describe the Throwback Flaw as manifestations of a Leg-end Background, or as memories from a life that goes back several centuries. You’d rather forget the things you did, and endured, back during the Conquest of the Americas, but you never really can. ''Ref: M20 BOS, 85''&lt;br /&gt;
|-&lt;br /&gt;
|Troublemaker&lt;br /&gt;
|2&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Pretty much the inverse of the Merit: Sanctity (p. 57); you  project an impression of guilt even when you haven’t done  anything wrong. Folks blame you for pretty much everything, and the authorities go harder on you than they might if you  didn’t seem like such a noxious little turd! You come across  like a natural-born sinner regardless of how you behave. Gee, if  you’re gonna get punished no matter what you do, maybe you  ought to at least have some fun before the whip comes down.  ''Ref: M20 BOS,65''&lt;br /&gt;
|-&lt;br /&gt;
| Twisted Apprenticeship&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Social&lt;br /&gt;
| Someone taught you all the wrong things. For whatever  reason, the mentor who introduced you to the Awakened realm  did a terrible job, and now you reap the benefits. They may  have told you lies about other groups, filled your head with  nonsense about the nature of magick (though in all honesty,  pretty much everyone does that), or simply behaved like a raging  shmuck and left you with the payoff. Now folks blame you for  things you did not do (or you did out of ignorance), and the  mentor’s bad rep and worse teachings hang about you like a  god-slaying stink. You’ll probably recover eventually, but your  Awakened career got off to a wretched start. (Staff will require logs to justify buy-off.) ''Ref: M20 BOS, 63''&lt;br /&gt;
|-&lt;br /&gt;
|Ulterior Motive ||2 || General ||Mental|| Something other than love and respect for your Garou relatives and Kinfolk (your sphere peers, be it Sorc/Psyc and mages, demons and thralls, etc) guides your actions. This “something” may be as simple as greed or a lust for vengeance; you could also be a traitor working for an outside agency. Whatever the case, this ulterior motive holds your ultimate loyalty. Should someone suspect things aren’t as they seem, you could be in big trouble. '''This Flaw makes a good complement for the Flaw: Dark Secret''' ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Unbelief&lt;br /&gt;
|3/5/8&lt;br /&gt;
|Companions only&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Once upon a time, your kind may have freely wandered the mortal realm. Now, the weight of human disbelief has turned you into a walking paradox... or literally speaking, a ''Paradox''.  On the other hand, you might be a hypertech entity whose existence offends the natural world. Regardless of the details, you fit in only within certain surroundings, and violte reality in most others.  Unless you remain hidden in a region where culture, solitude, or both protect you, the weight of disbelief soon crushes you out of existence.&amp;lt;Br&amp;gt; Thanks to this Flaw, you must remain within a Reality Zone (M20 Ann, 611-617) that's appropriate to your essental nature. A pair if shisa hanging out in the Ryuku Islands are literally part of the landscape so long as they don't bite  the tourists; a devlish imp in a wizard's workshop is pretty much ''de rigueur'' for such a place; a white hart dashing though the English mists belongs to that land as surely as any human resident. Transplant such creatures to other settings, though, and the weight of the modern Consensus soon proves fatal...not for the hart, perhaps, but surely for any less-natural thing.&amp;lt;br&amp;gt;In game-terms, this Flaw reflects the character's affront to Consensus Reality outside of the specific sort of Reality Zone. That character remains healthy inside an appropriate Zone but suffers damage once they leave the Zone and wanders around a world that's not ready to deal with their existence.&amp;lt;br&amp;gt; The damage assumes two level of severity: ''painful'', in which the creature's essenetial nature clashes with the area they're in; and ''fatal'', in which the creature's nature is so deeply opposed to that area that their body begins to break down under the force of Unbelief.&amp;lt;br&amp;gt;'''* Painful''': One health level of bashing damage per turn, which beomes lethal damage once the character's health levels run out&amp;lt;br&amp;gt;'''* Fatal''': One health level of aggrivated damage per turn.&amp;lt;br&amp;gt; This damage cannot be soaked, as its cause is metaphysical, not physical.&amp;lt;br&amp;gt;The value of the Flaw depends upon how remote the safe Zone is from the rest of the world, and how &amp;quot;allergic&amp;quot; the character is to places outside their home territory.&amp;lt;br&amp;gt; 3pt - The character is comfortable in most types of Zones, suffers painful damage in an opposed category Zone, and gets fatally damaged by specific Zone that are diametrically opposed to the character's nature (a robot in a mystic region, or a forest-spirit in a Technological Installation).&amp;lt;br&amp;gt; 5pt - The character is comfortable only within a specific category of Zone, suffers pain in most others, and gets fatally damaged by an opposed category of Zone.&amp;lt;Br&amp;gt; 8pt - The character is comfortable only in a specific type of Zone (like a Node, Rural Area, or a Technological Installation), suffers pain in most places even within their comfort Zone, and gets fatally damaged in any other category of Zone.&amp;lt;br&amp;gt; When creating the character, decide which type of Reality Zone is most suitable for this creature, which types make them uncomfortable, and which types conflict with their innate nature. '''A Cyber-Tooth Tiger with 8 points in this Flaw will be perfectly at home in a Technocratic Construct (a specific type of zone), feels uncomfortable in the middle of a mundane city (even though it's still part of the Technocratic Reality), and quickly perishes in a Primal Zone where such hypertech is anathema.'''&amp;lt;br&amp;gt; If taken by a character with the Thaumivore Flaw, the fatal damage becomes bashing damage, and the painful damage disappers entirely, so long as the character eat at least one point of suitable Tass or Quintessence per day. If this food supply ends, damage kicks in  immediately if the creature is stuck in a &amp;quot;fatal&amp;quot; category Zone.&amp;lt;br&amp;gt;A character who dies of Unbelief begins to decay almost instantly. Like a cinematic vampire in the such, the corpse crumbles to dust, bursts into flame, fades away, dissolves into a puddle of good, collapeses into a heap of bones, or performs some other suitable act of rapid disintegration. Within a minute or two, nothing but unidentifiable debris remail where that creature died. &amp;lt;br&amp;gt; This Flaw does not apply at all to the Umbrae. It may, however apply to Umbral Realms, the Old Roads, and so forth if the vision of reality in such a place is diametricall opposed to the character's nature -- an android in Midrealm, or a tree-spirit in a Technocratic space station. **Discuss this with staff if you want to take it. Due to game population there may not be a zone that would allow you rp. House Rule: No loners. ''ref: M20 G&amp;amp;M 198-199''&lt;br /&gt;
|-&lt;br /&gt;
|Uncanny&lt;br /&gt;
|1 - 5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Supernatural&lt;br /&gt;
|No matter how unobtrusive you try to be, you remain re-markably memorable to anyone who encounters you. You’re the very opposite of “arcane,” which is why this Flaw was originally described as an adversarial Background for the Trait of that name; rather than moving through life with near-invisibility, you stand out like a HIT Mark at a Verbena barbeque.&amp;lt;br&amp;gt;Once again, the point-value of this Flaw depends upon the extent to which it interferes with your life:&amp;lt;br&amp;gt; • (1 point) You stand out in a crowd.&amp;lt;br&amp;gt; • (2 points) It’s pretty hard to conceal your oddities.&amp;lt;br&amp;gt; • (3 points) People remember you long after you’re gone.&amp;lt;br&amp;gt; • (4 points) You creep people out simply by existing.&amp;lt;br&amp;gt;• (5 points) You scare people simply by existing.&amp;lt;br&amp;gt;By its nature, this Flaw represents an unmistakable impres-sion. Each point in this Flaw adds one die to the dice pool of anyone who’s trying to notice you, recognize you, or penetrate your attempts at stealth or concealment.  &amp;lt;br&amp;gt;You may, however, attempt to cover up your uncanny presence with a roll of Intelligence + Subterfuge, assuming you have a method of doing so – it’s easier to conceal your glowing red eyes with sunglasses than to get those wailing damned souls to piss off for a few minutes! The difficulty of such attempts is generally 5 + the value of your Uncanny Flaw; if, for instance, the clever bioconstruct Victoria Carliotti gets two points in Uncanny for her too-perfect skin, rippling muscles, and impossibly green eyes, her concealment difficulty would be 7. That said, this Flaw does not increase the difficulty of social rolls and may, depending on what you’re trying to do, decrease such difficulties instead (Storyteller’s option).&amp;lt;br&amp;gt;This Flaw makes an excellent companion to a variety of Physical Merits and Flaws – Enchanting Feature, Hyperflexible, Hideous, and so forth – and fits in with Back-grounds like Legend, Past Life or Totem quite well too. &amp;lt;br&amp;gt;Although the Flaw: Echoes can manifest similar odd phenomena, this Flaw reflects a constant and recognizable distinction.  ''Ref: M20 BOS, 86''&lt;br /&gt;
|-&lt;br /&gt;
|Vanilla&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Mental&lt;br /&gt;
|Oh my gods, you're such an innocent! IN a world of sex magick and power plays, you're a little lamb whose strayed too far from home. Jokes get past you, clues escape you, and references to anymore more raw than a Disney flick go over your head. &lt;br /&gt;
|-&lt;br /&gt;
|Veiled ||5 || Kinfolk and Mage ||Supernatural ||For some reason, you’re not immune to the Delirium. Gifts such as Part the Veil and the Rending of the Veil rite have no effect on you. You do receive a +1 bonus on the Delirium chart and retain all memories of what you see, but the sight of a Garou in Crinos form still invokes some sort of instinctive, uncontrollable reaction in you. This may convince Garou you’re not really Kinfolk, reduce your likelihood of finding a Garou mate, or throw your heritage into question ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Note: Per M20 Ann. pg 407, (It’s worth noting that mages and their hardy companions remain immune to lycanthropic Delirium. Although a werewolf should scare the hell out of any intelligent mage, the greater effects of panic and delusion described in Werewolf: the Apocalypse don’t count...(in regards to mages... unless you take this Flaw.'''&lt;br /&gt;
|-&lt;br /&gt;
|Vulnerability&lt;br /&gt;
|1 - 7&lt;br /&gt;
|&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Some perilous substance may spell your doom. Thanks to a paranormal weakness – a curse, a Paradox Flaw, a quirk of belief or cultural legends – you suffer extraordinary harm from that malignant material. Perhaps you shrivel up in sunlight, flee from the scent of roses, or melt when obnoxious farm girls throw water in your face. This substance isn’t generally fatal to most folks (Awakened or otherwise), but it’s potential death for you.&amp;lt;br&amp;gt; Your vulnerability to this substance in question has two potential levels:&amp;lt;br&amp;gt; • Weakening, which inflicts one aggravated health level on your character every turn she’s in contact with the substance; and…&amp;lt;br&amp;gt;• Mortal peril, which inflicts three aggravated health levels for each turn she’s in contact with the substance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Flaw is based upon two factors: How common the fatal substance is, and how badly it affects you:&amp;lt;br&amp;gt; • (2 points) You can be mortally wounded by contact with something that’s almost impossible to acquire (the sound of Pan’s pipes, a splinter from the True Cross), or weakened by a very rare substance (a chunk of moon rock, the tooth from an aged lion).&amp;lt;br&amp;gt; • (3 points) Mortal injury from a very rare substance, or weakness caused by something that’s relatively scarce and not obviously harmful (saffron, grave dirt, a raven’s feathers).&amp;lt;br&amp;gt;• (4 points) Mortal injury from something that’s relatively scarce, or weakness from a common substance (rainwater, silver, a baby’s cry).&amp;lt;br&amp;gt; • (5 points) A common substance inflicts mortal injury on you.&amp;lt;br&amp;gt; • (+1 point) You die instantly upon contact with the substance in question.&amp;lt;br&amp;gt; • (+1 point) The mere presence of the substance means instant death to you.&amp;lt;br&amp;gt; • (-1 point) The substance must first inflict damage on you through a typical injury (a stab wound, ingested poison, a silver bullet) before it can harm you.&amp;lt;br&amp;gt;Damage from this Flaw cannot be soaked unless you’re wearing an appropriate type of armor to prevent exposure to that substance. (Being aggravated damage, it shouldn’t normally be soaked anyhow, but mages have ways of getting around such trivialities.) Your backstory should feature the reason for your potentially fatal vulnerability to this substance. That vulnerability ought to be tied into your magickal focus, too – an Alpha Male tycoon isn’t likely to burn upon contact with holy water, although it might be fun to fling a few dashes of the stuff around Wall Street and find out for sure! (That would certainly explain a few things.)    ''Ref: M20 BOS, 86''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== W - Z ==&lt;br /&gt;
	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ward&lt;br /&gt;
|3&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|&amp;quot;Mages rarely move through life alone. And when certain  companions – lovers, children, partners, parents, close friends,  even employers – depend upon you, that lack of loneliness can  become a liability. This Flaw represents a character, or a group of  characters, who require constant attention on your part. Your life is  a hazard to them, and their needs often provide hazards for you as  well. Wards tend to get in trouble, require rescuing, and go digging  into aspects of your life you’d prefer they left alone. Is it love that  binds you to your ward? Duty? An oath? Family obligations? A job  like bodyguarding, teaching or medicine? Regardless of the reason,  each ward is an essential part of your life. Their life is your priority. &amp;lt;br&amp;gt;Although Ward characters may have a useful skill or two,  such folks are unAwakened people, not mages, Night-Folk,  familiars, or other powerful entities. That said, you could take  a Ward Flaw to reflect a special bond with a Retainer, a Cult member, or one of your Spies. Merits like Supportive Family or True Love (and Flaws like Family Issues) go well with the  Ward Trait. Wards don’t have to be human, either – your dog,  your cat, your horse… an animal who depends upon you could  be a ward as well. You can take this Flaw more than once, to  reflect several dependent characters. Yeah, there are reasons  that mages tend to avoid having big families!  &amp;lt;br&amp;gt;Obviously, each ward is a Storyteller character, with all the  agendas and complications that situation entails. This person  might not count as a Sleeper witness with regards to your magick…  but if you’ve been keeping that person in the dark with regards  to your true life and nature, they could still count as a witness  for at least their first experience with your sort of “reality.”  ''Ref: M20 BOS, 65''&lt;br /&gt;
|-&lt;br /&gt;
|Weak Spot&lt;br /&gt;
|3&lt;br /&gt;
|Companions Only&lt;br /&gt;
|Physical&lt;br /&gt;
|Thanks to an injury, a curse, or some other handicap, you've got a vulnerable spot. Attacks that strike that area inflict extra damage and might also incompacitate you.&amp;lt;br&amp;gt;A successful strike on your weak spot inflicts two unsoakable health levels of aggrivated damage, if that damage would have been aggrivated to begin with, it inflicts two more health levels' worth of damage than it would have if the attack had hit you elsewhere.&amp;lt;br&amp;gt;Weak spots liek this tend to be hard to spot and harder to exploit. To realize ti exists, your opponent must first successfully roll Perception or Intelligence (Whichever is higher) + an Ability that might help them recognize your weak spot for what it is. A physical weak spot might involve Medicine (or biology or ST choice); a mechanical one,Technology or Hypertech; a metaphysical one, Lore, Occult, or a suitable Esoterica discipline. The roll's difficulty is 8, but it might go higher under especially difficult conditions (darkness, heavy rain, obscuring smoke, and so forth).&amp;lt;br&amp;gt;''Spotting'' the weap spot is easier than ''hitting'' the weak spot. A targeted shot at your vital area add _4 to the attacker's difficulty when trying to strike it.&amp;lt;br&amp;gt;*'''Optional Rule''', the ST might declare that a random, untargetted attack that scores 6 successes or more when trying to hit you automatically inflicts the damage associated with your weak spot.&amp;lt;br&amp;gt; If your weak spot is definied as a flimsy joint, automatic shut-down system, or other liability, the ST may replace the aggravated damage with an appropriate condition: Your leg dislocates, your systems deactivate, your cybernetic limb stops working, etc. However, this condition lasts until you manage to get it fixed, turned back on by a third party, and so forth.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent&lt;br /&gt;
|4&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|Available as both merit and flaw. See complete write-up under merits.&lt;br /&gt;
|-&lt;br /&gt;
|Witch-Hunted&lt;br /&gt;
|4&lt;br /&gt;
|General&lt;br /&gt;
|Social&lt;br /&gt;
|The Masses want you dead. You’ve been exposed for what  you are and can do, and so various unAwakened parties have  decided to take you out like the abomination you’ve become.  &amp;lt;br&amp;gt;These hunters could be law-enforcement authorities, religious  groups, fanatical sects, furious mobs, imbued hunters, pawns  of the Night-Folk… whoever they might be, these people offer a  significant threat to your existence, possessing the power to end  you and the dedication to back it up. Your Arts alone cannot  stop them, and a painful showdown (or three) is sadly inevitable.  ''Ref: M20 BOS, 66''&lt;br /&gt;
|-&lt;br /&gt;
|Youthful Appearance&lt;br /&gt;
|1&lt;br /&gt;
|General&lt;br /&gt;
|Physical&lt;br /&gt;
|Your character looks like he did in high school. He always gets carded at bars and often has to produce identification to buy even cigarettes. In order to gain entry to clubs, concerts and bars, or to purchase alcohol, your character needs to present a valid-looking ID. ''Ref: DPG 86-87''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&lt;br /&gt;
M20th Anniversary (M20 Ann)&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&lt;br /&gt;
Demon Player's Guide (DPG)&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Character_Generation&amp;diff=4711</id>
		<title>Character Generation</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Character_Generation&amp;diff=4711"/>
		<updated>2026-04-20T21:45:18Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* Starting XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Character Generation Help and Info&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;cellpadding=&amp;quot;10&amp;quot; style=&amp;quot;border: 1px solid darkgray;background:#eef7f5&amp;quot;&lt;br /&gt;
|+''' General Chargen references'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Abilities]]&lt;br /&gt;
|[[Archetypes]]&lt;br /&gt;
|[[Flaws]]&lt;br /&gt;
|[[Merits]]&lt;br /&gt;
|[[Virtues]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;cellpadding=&amp;quot;10&amp;quot; style=&amp;quot;border: 1px solid darkgray;background:#eef7f5&amp;quot;&lt;br /&gt;
|+ ''' Mage References'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Character Generation]]&lt;br /&gt;
|[[Mage Charts]]&lt;br /&gt;
|[[ Mage Help]]&lt;br /&gt;
|[[Traditions]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Paradigms]]&lt;br /&gt;
|[[Practices]]&lt;br /&gt;
|[[Instruments]]&lt;br /&gt;
|[[Creating Companions]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;cellpadding=&amp;quot;10&amp;quot; style=&amp;quot;border: 1px solid darkgray;background:#eef7f5&amp;quot;&lt;br /&gt;
|+ Bygone References&lt;br /&gt;
|-&lt;br /&gt;
|[[Bygones|Bygone Info]] &lt;br /&gt;
|[[Special Advantages| Special Advantages]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;cellpadding=&amp;quot;10&amp;quot; style=&amp;quot;border: 1px solid darkgray;background:#eef7f5&amp;quot;&lt;br /&gt;
|+ ''' [[Sorcerer and Psychics| Sorcerer and Psycic References]]'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Paths and Rituals]]||[[Psychic Powers]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;cellpadding=&amp;quot;10&amp;quot; style=&amp;quot;border: 1px solid darkgray;background:#eef7f5&amp;quot;&lt;br /&gt;
|+ Demon References&lt;br /&gt;
|-&lt;br /&gt;
|[[Demon Chargen]]||[[Demon|Demon Info]] || [[Demon General Help]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;cellpadding=&amp;quot;10&amp;quot; style=&amp;quot;border: 1px solid darkgray;background:#eef7f5&amp;quot;&lt;br /&gt;
|+ Shifter References&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifter Character Generation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
= Important Notices =&lt;br /&gt;
==Age - Minor PCs==&lt;br /&gt;
{{:Policies#PC_Age}} &lt;br /&gt;
- Policy PC Age&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;All minor characters are required to take the flaw CHILD at the level appropriate for their age as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - a pre-adolescent (12 - 14) *Must also take SHORT flaw (3pt) and Ageing Flaw 2&amp;lt;br&amp;gt;&lt;br /&gt;
1pt - pre-adult (15 - 17.9)&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''All characters are also required to take at least 1 merit.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Characters do age on this game. The Child flaw will be automatically reduced when the character hits a new age bracket. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you chargen a 12 year old you'll start play with Child 2, Short 3, and Ageing 2 flaws. When the character has their 15th birthday, Child will reduce to 1, Short and Ageing will fall off the +sheet.  When the character turns 18, Child will be removed entirely. If there are no remaining flaws on the sheet you will be asked to pick at least 1 new flaw for your adult life. You may pick up to 7 points in flaws at this time without charge.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Please monitor your points closely as outlined below. Chargen does not take age into account. Additionally, a child character is limited in other ways as follows:&amp;lt;br&amp;gt;Attributes''': Only two attributes are allowed to be at 3 dots, everything else must lower. Unspent points will be +noted and spent slowly as the character ages.&amp;lt;br&amp;gt;'''Abilities and Backgrounds''': Points are halved. Unspent points are +noted and spent as the character ages.&amp;lt;br&amp;gt;'''Powers''': You may start play with very minimal powers. Your first change or awakening happened VERY recently. &amp;lt;br&amp;gt;- '''Shifters''' start at the rank of Cub and with 1 level one gift for each auspice/tribe/breed.&amp;lt;br&amp;gt;- '''Mages''' will have their starting spheres reduced by half to 3 dots +1 for Affinity Sphere, and may not start play with a sphere higher than 2.  You simply haven't had the time and experience to know what a more seasoned mage knows. Any unspent points are not saved and spheres must be bought with experience points earned through role-play. You may start play with Arete 3.&amp;lt;br&amp;gt;'''Sorcerer's''' will start play with 1 path at level 2. Like with mage, the additionally points will not be save and future powers must be bought with experience.&amp;lt;br&amp;gt;'''Freebies''' are reduced to 11.&lt;br /&gt;
&lt;br /&gt;
== Rostered Characters ==&lt;br /&gt;
If you find the character generation process daunting, or have no idea what to make, or don't like writing backgrounds, staff have provided &amp;quot;roster characters&amp;quot; for you to choose from.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;These characters are pre-genned by staff. They may have been played by previous players. They may come with established relationships, secrets, personalities etc. Basically, pre-genned character sheets.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Available Rostered Characters can be found here &amp;lt;u&amp;gt;[[:Category:Rostered| on the Rostered page]]&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To apply for a roster character you will need to contact staff directly, the best way is via the discord.&lt;br /&gt;
&lt;br /&gt;
= POINTS = &lt;br /&gt;
'''Every Character MUST take at least 1 merit and 1 flaw in chargen. No character is perfect, and everyone has something good about them.'''&lt;br /&gt;
----&lt;br /&gt;
== Bygone ==&lt;br /&gt;
'''There are quirks to the point allocation based on different types of &amp;quot;Bygones&amp;quot;.'''&amp;lt;br&amp;gt;&lt;br /&gt;
See: [ [[Bygone Chargen]] ] for more detailed info.&amp;lt;br&amp;gt;&lt;br /&gt;
Attributes: 6 / 4 / 3&amp;lt;bR&amp;gt;&lt;br /&gt;
Abilities: 11 / 7 / 4&amp;lt;bR&amp;gt;&lt;br /&gt;
Backgrounds: 5 (consors must put at least one dot into Mentor.)&amp;lt;bR&amp;gt;&lt;br /&gt;
Willpower: Base 3&amp;lt;bR&amp;gt;&lt;br /&gt;
Special Advantages: Base 0 (limited to certain types of characters)&amp;lt;bR&amp;gt;&lt;br /&gt;
Essence: **Willpower x 5 (familiars only.) &amp;lt;bR&amp;gt;&lt;br /&gt;
Merits and Flaws: Base 0  (HR: You must take at least 1 merit and 1 flaw)&amp;lt;bR&amp;gt;&lt;br /&gt;
Charms: Base 0. (familiars only)&amp;lt;bR&amp;gt;&lt;br /&gt;
Freebie Points: &amp;lt;bR&amp;gt;&lt;br /&gt;
*Acolytes and backup agents get 15 points. &amp;lt;bR&amp;gt;&lt;br /&gt;
*Consors and other skilled allies get 21 points.&amp;lt;bR&amp;gt;&lt;br /&gt;
*Familiars get 25 points.&amp;lt;bR&amp;gt;&lt;br /&gt;
''Starting levels in Abilities and Backgrounds may not be higher than four dots.''&amp;lt;bR&amp;gt;&lt;br /&gt;
**Chargen should stop you at 3 dots, conserve your points if you want a 4-dot. Staff will set it for you at the end**&amp;lt;bR&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shapechanger 3''' - Every bygone is given Shapechanger 3 at chargen for free. This is so that you can have a human form along with your bygone form. This is pretty much a necessity in M20 where the power of disbelief and strict consensus often kill bygones the moment they step out of their comfort zone. This allows bygone characters to be more playable.  If you want it removed, ask staff to do so. Please do not cheat and remove it yourself in chargen for more points.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Demon==&lt;br /&gt;
Attributes: 7 / 5 / 3&amp;lt;br&amp;gt;&lt;br /&gt;
Abilities: 13 / 9 / 5&amp;lt;br&amp;gt;&lt;br /&gt;
Backgrounds: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower: Sum of 2 highest virtues&amp;lt;br&amp;gt;&lt;br /&gt;
Lores: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Virtues: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Others: &amp;lt;br&amp;gt;&lt;br /&gt;
Faith 3&amp;lt;Br&amp;gt;&lt;br /&gt;
Torment: based on House&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Mage == &lt;br /&gt;
Attributes: 7 / 5 / 3&amp;lt;br&amp;gt;Abilities: 13 / 9 / 5&amp;lt;br&amp;gt;Backgrounds: 7&amp;lt;br&amp;gt;Willpower: 5&amp;lt;br&amp;gt;Spheres: 6 + 1 (Affinity)&amp;lt;br&amp;gt;Others: &amp;lt;br&amp;gt;Arete 3 (given free in Freebies room, can not be bought higher in chargen) If you want a lower rank, contact staff., Quintessence (Avatar Rating: 1 min), Paradox 0&amp;lt;br&amp;gt;Freebies: 15 &amp;lt;br&amp;gt; Other Notables:&amp;lt;br&amp;gt;:Must choose at least 1 [[Paradigms| paradigm]], at least 1 [[Practices| practice]], and 7 [[Instruments| instruments]] (1 being primary) &amp;lt;br&amp;gt;Abilities: least one&lt;br /&gt;
dot in an Ability that is associated with their practices and vocations, unless the magickal focus -depends- upon using a given Ability, like channeling magickal Effects through songs, then you need 1 dot of that Ability (Art in this example) per dot of whichever sphere effects that uses. see: [[Practices]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Mortal/+ ==&lt;br /&gt;
Attributes: 6 / 4 / 3&amp;lt;br&amp;gt;Abilities: 11 / 7 / 4&amp;lt;br&amp;gt;Backgrounds: 5&amp;lt;br&amp;gt;Willpower: 5&amp;lt;br&amp;gt;(Mortal+) Numina: 5 (no power above 3)&amp;lt;br&amp;gt;Freebies: 21&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Shifter ==&lt;br /&gt;
Attributes: 7 / 5 / 3&amp;lt;br&amp;gt;&lt;br /&gt;
Abilities: 13 / 9 / 5&amp;lt;br&amp;gt;&lt;br /&gt;
Backgrounds: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Rage: by Auspice&amp;lt;br&amp;gt;&lt;br /&gt;
-- Ragabash: 1  &amp;lt;br&amp;gt;&lt;br /&gt;
-- Theurge: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
-- Philodox: 3&amp;lt;br&amp;gt;&lt;br /&gt;
-- Galliard: 4&amp;lt;br&amp;gt;&lt;br /&gt;
-- Ahroun: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Gnosis: by breed&amp;lt;br&amp;gt;&lt;br /&gt;
-- Homid: 1&amp;lt;br&amp;gt;&lt;br /&gt;
-- Metis: 3&amp;lt;br&amp;gt;&lt;br /&gt;
-- Lupus: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower: by tribe&amp;lt;br&amp;gt;&lt;br /&gt;
-- Black Furies, Fianna, Get of Fenris, Glass Walker, Red Talon, Shadow Lords, Silent Striders, Silver Fangs, Uktena: 3&amp;lt;br&amp;gt;&lt;br /&gt;
-- Bone Gnawer, Children of Gaia, Stargazers, Wendigo: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Gifts: &amp;lt;br&amp;gt;&lt;br /&gt;
-- (3) level 1 gifts = 1 each for Tribe, Auspice, and Breed&amp;lt;br&amp;gt;&lt;br /&gt;
-- (2) level 2 gifts = of those available to your Tribe, Auspice and Breed&amp;lt;br&amp;gt;&lt;br /&gt;
-- (1) Level 3 gift = of those available to your Tribe, Auspice and Breed&amp;lt;br&amp;gt;&lt;br /&gt;
Others: &lt;br /&gt;
HOUSE RULES: &lt;br /&gt;
-- Default '''Rank 3''' (instead of Rank 1 default) If you want a lower rank, contact staff through your approval job. You can not have gifts of a level higher than your rank.&lt;br /&gt;
-- May not spend &amp;quot;Starting XP&amp;quot; on gifts. Gifts post-chargen require finding the appropriate teacher.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Freebie Costs==&lt;br /&gt;
===General===&lt;br /&gt;
Attributes 5 per dot&amp;lt;br&amp;gt;&lt;br /&gt;
Abilities 2 per dot&amp;lt;br&amp;gt;&lt;br /&gt;
Backgrounds 1 per dot&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower 1 per dot&amp;lt;br&amp;gt;&lt;br /&gt;
Merit cost as per Merit&amp;lt;br&amp;gt;&lt;br /&gt;
Flaw bonus as per Flaw (Max. Total: 7)&amp;lt;br&amp;gt;&lt;br /&gt;
===Shifter===&lt;br /&gt;
Gifts 7 per Gift (Level One only)&amp;lt;br&amp;gt;&lt;br /&gt;
Rage 1 per dot&amp;lt;br&amp;gt;&lt;br /&gt;
Gnosis 2 per dot&amp;lt;br&amp;gt;&lt;br /&gt;
===Mage===&lt;br /&gt;
Sphere 7 per dot&amp;lt;br&amp;gt;&lt;br /&gt;
Arete 4 per dot (Max. Total: 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Quintessence 1 per four dots&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Stat Changes in M20 =&lt;br /&gt;
'''Dodge''' - a primary talent in previous versions does not exist in M20. Use Dexterity + Athletics, instead. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Enochian''' - a secondary knowledge. Hermetic characters can not have more Enochian than they do Arete. This knowledge &amp;quot;demonstrates the mage’s understanding of the mystic and psychological implications of sounds used to interact with these Umbrood. A mage can not use more dots of any social Talent than they have dots in Enochian when interacting with Umbrood.&lt;br /&gt;
&lt;br /&gt;
= Banned Items =&lt;br /&gt;
'''These stats will never be approved during or after chargen'''&lt;br /&gt;
== Banned Archetypes and Concepts ==&lt;br /&gt;
&lt;br /&gt;
*Loner (Nature/Demeanor)&lt;br /&gt;
&lt;br /&gt;
*Abuse victim of any sort. Be creative.&lt;br /&gt;
*Minor. Your character must be 18+.&lt;br /&gt;
----&lt;br /&gt;
== Banned Backgrounds ==&lt;br /&gt;
&lt;br /&gt;
*Legend&lt;br /&gt;
*Resource 5(chargen limit)  NPC only 8+ &lt;br /&gt;
&lt;br /&gt;
'''Node''': Node is a '''HEAVILY''' restricted background. Not every mage can have a node. They are rare things. A mage, though perferably a cabal, must demonstrate an ability to defend the node.&lt;br /&gt;
&lt;br /&gt;
See Node under mage house rules. -- This requires play testing and may be changed. --&lt;br /&gt;
&lt;br /&gt;
== Banned Merits/Flaws ==&lt;br /&gt;
&lt;br /&gt;
*License To...  --&amp;gt; USE '''Certification''' Background instead&lt;br /&gt;
*Nephilim &lt;br /&gt;
*Taint of Corruption  (may be reversed at some point, but for now, not allowed)&lt;br /&gt;
*Supernatural: Invulnerability&lt;br /&gt;
*'''Ghoul''' is not allowed as it does require a blood bond, and Vampire will not be an open sphere here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Chargen Purchasable Only Stats =&lt;br /&gt;
&lt;br /&gt;
'''These stats may not be raised after chargen.'''&lt;br /&gt;
----&lt;br /&gt;
*Mentor (Background) - requires justification. See House Rules for more info.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= RESTRICTED Chargen Stats =&lt;br /&gt;
&lt;br /&gt;
''' Stats listed in the sub-sections here will be looked at closely when it comes time for approval from chargen.'''&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
*Monster&lt;br /&gt;
&lt;br /&gt;
== Concepts ==&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;br /&gt;
&lt;br /&gt;
== Merits/Flaws ==&lt;br /&gt;
'''NOTE''': You can not take two merits or flaws that contradict each other and would allow you to bypass the effects of one or both. &amp;lt;br&amp;gt;&lt;br /&gt;
*Bard's Tongue  - a ton of people can't be right about everything. If staff allows you to take this, be aware that it makes you a bit of a plot device.&amp;lt;br&amp;gt;&lt;br /&gt;
*Dark Fate&amp;lt;br&amp;gt;&lt;br /&gt;
*Dual Perception OR Spirit Sight - can not take both&amp;lt;br&amp;gt;&lt;br /&gt;
*Legendary Attribute - not buyable at chargen. '''[[House Rules|See House Rules]]'''&lt;br /&gt;
*True Faith&amp;lt;br&amp;gt;&lt;br /&gt;
*Storm Warden -- Note: The Avatar Storm existed in full force from Jun 8, 1999 to Jun 9, 2000. Now and then random ripples of it might move across the realm, not unlike thunderstorms on earth.  House Rule: Some Etherites and Dreamspeakers have learned to predict when these storms might occur.)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fae Blooded''' (Kinain), '''Shapeshifter Kin''' (Kinfolk) are available on a limited basis at chargen.&amp;lt;br&amp;gt;&lt;br /&gt;
'''One of these''' is more likely to be granted to a mortal or mortal+ ''only'''.&amp;lt;br&amp;gt;&lt;br /&gt;
*Note: Changeling and Vampire are spheres that we have no plans to open and run. However, these types may appear during plots which might make these merits useful.  &amp;lt;br&amp;gt;&lt;br /&gt;
*Note 2: If you are mortal or mortal+ and take one of these heritage merits, you can assume to be in good standing with your house or tribe.   &amp;lt;br&amp;gt;&lt;br /&gt;
*Note 3: IF you are a mage taking Fae Blooded or Shapeshifter Kin, expect that you had to make a choice of which world to be a part of and you choose mage. You may still have some allies and friends in your 'other' family as long as you are in good standing. &amp;lt;br&amp;gt;&lt;br /&gt;
*Note 4: A mage that becomes a ghoul can no longer follow the urging of their avatar. If your Arete is 3 or less, you can no longer increase your spheres. If your arete is 4+, your avatar is very angry that you turned your back on it and knocks you back down to Arete 3, which means your spheres all reduce down to 3. These can not be raised with XP as long as you are a Ghoul.  To break the bond will a multi-session plot run by staff.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Notables =&lt;br /&gt;
==Arcane==&lt;br /&gt;
&lt;br /&gt;
*Arcane - See [[Mage Chargen]] page.&lt;br /&gt;
&lt;br /&gt;
==Bygones - Shapechanger ==&lt;br /&gt;
Shapechanger 3 - Every bygone is given Shapechanger 3 at chargen for free. This is so that you can have a human form along with your bygone form. This is pretty much a necessity in M20 where the power of disbelief and strict consensus often kill bygones the moment they step out of their comfort zone. This allows bygone characters to be more playable. If you want it removed, ask staff to do so. Please do not cheat and remove it yourself in chargen for more points.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
Currently we are using a single Resources stat, but we are setup to make it a Differential Background per M20 pg 302. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ALL Resource raises post chargen require Staff approval&amp;lt;br&amp;gt;&lt;br /&gt;
{{dots|0}} Working poor: You live paycheck-to-paycheck, and that’s about it. &amp;lt;br&amp;gt;&lt;br /&gt;
{{dots|1}} &amp;quot;Working class&amp;quot; Slightly ahead of the game: You’ve got a small apartment and perhaps a cheap vehicle. By local standards, a working-class income. Ex: Less than $30K annually&amp;lt;br&amp;gt;&lt;br /&gt;
{{dots|2}}  Lower middle class: You’ve got a condo or apartment, plus a vehicle, some savings, and enough money for occasional indulgences. Ex: $30,001 – $58,020 annually&amp;lt;br&amp;gt;&lt;br /&gt;
{{dots|3}} Middle class with property: You either own or have decent equity in some property, plus a vehicle, investments, and savings. You could maintain a one-dot standard of living indefinitely. Ex: $58,021 – $94,000 annually&amp;lt;br&amp;gt;&lt;br /&gt;
{{dots|4}}  Well-off: You own a large house, some property, and at least two vehicles, as well as notable levels of savings and investments. By local standards, you’re a millionaire, and although that’s not worth as much as it once was, it’s still nothing to sneeze at. Ex: $94,001 – $153,000 annually income.&amp;lt;br&amp;gt;&lt;br /&gt;
{{dots|5}}  Welcome to the 1%: As a multimillionaire, you’ve got substantial holdings, investments, and savings. Net worth 2 - 10 million&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Chargen Cap is 3''' Staff may allow higher based on background. Be sure to save freebies if you'll want up to 5 at chargen.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{dots|5}} {{Dots|1}}    Hollywood money: Whatever you want, you’ve got it. Net worth over 10 million&amp;lt;br&amp;gt;&lt;br /&gt;
{{dots|5}} {{Dots|2}}   Billionaires’ club. You can influence an entire business or industry. Net worth 1 billion&amp;lt;br&amp;gt;&lt;br /&gt;
NPC ONLY {{dots|5}} {{Dots|3}}  Bruce Wayne level wealth. You own companies. Net worth 9.2 billion&amp;lt;br&amp;gt;&lt;br /&gt;
NPC ONLY {{dots|5}} {{Dots|4}}   Tony Stark level wealth. You own industries. Net worth 80 billion.&amp;lt;br&amp;gt;&lt;br /&gt;
NPC ONLY {{dots|5}} {{Dots|5}}  Bill Gates level wealth. You own governments. Net worth 107 billion&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Starting XP''' =&lt;br /&gt;
We offer additional XP to starting characters. This is meant to a bonus for creating desired concepts. This layout may be changed depending on the concepts and characters needed in the game.&lt;br /&gt;
&lt;br /&gt;
'''This XP may be spent in the OOC XP Room. This XP may not be spend on Sphere powers (Shifter gifts, Mage spheres, Bygone advantages, etc)'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Base XP:''' Start with a base of 15 XP; all characters get at least this much to start with.'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 1:''' Add 15 XP if you are:&amp;lt;br&amp;gt;&lt;br /&gt;
- Mortal (including non-powered Mage Custos and Kinfolk&amp;lt;br&amp;gt;&lt;br /&gt;
- a Mage Tradition (Any common '''except''' Hermetic, Mercurial Elite, or Society of Ether)&amp;lt;br&amp;gt;&lt;br /&gt;
- a Homid Glass Walker, Bone Gnawer, Shadow Lord, Wendigo, Uktena&amp;lt;br&amp;gt;&lt;br /&gt;
- a Kinfolk of any Gaian tribe&amp;lt;br&amp;gt;&lt;br /&gt;
- a Corax&amp;lt;br&amp;gt;&lt;br /&gt;
- a Homid Gurahl. &amp;lt;br&amp;gt;&lt;br /&gt;
Go to step 2.&amp;lt;br&amp;gt;&lt;br /&gt;
*''' OR''', add 10 XP if you are a:&amp;lt;br&amp;gt;&lt;br /&gt;
- a Demon&lt;br /&gt;
- a Mythic Bygone with Shapeshifting&amp;lt;br&amp;gt;&lt;br /&gt;
- a Homid of Black Furies, Silent Striders, Children of Gaia, Get of Fenris, Stargazer&amp;lt;br&amp;gt;&lt;br /&gt;
- a Metis Garou from a common Tribe&amp;lt;br&amp;gt;&lt;br /&gt;
- a Metis Ratkin&amp;lt;br&amp;gt;&lt;br /&gt;
- a Homid Bastet&amp;lt;br&amp;gt;&lt;br /&gt;
- Mage Tradition (Mercurial Elite, Order of Hermes, Society of Ether)&amp;lt;br&amp;gt;&lt;br /&gt;
- Sorceror/Psychic &amp;lt;br&amp;gt;&lt;br /&gt;
Note: these character types should be discussed with staff before beginning character generation Go to step 2.&amp;lt;br&amp;gt;&lt;br /&gt;
*'''OR''', add 5 XP if you are &amp;lt;br&amp;gt;&lt;br /&gt;
- a Mage Technocrat&amp;lt;br&amp;gt;&lt;br /&gt;
- a Homid Silver Fang, Red Talon, Fianna&lt;br /&gt;
- a Homid from a rare Garou Tribe or Kinfolk of same&amp;lt;br&amp;gt;&lt;br /&gt;
- a Metis Garou from an uncommon Tribe&amp;lt;br&amp;gt;&lt;br /&gt;
- a Lupus Garou from a common Tribe&amp;lt;br&amp;gt;&lt;br /&gt;
- a Ursine Gurahl&amp;lt;br&amp;gt;&lt;br /&gt;
Note: these character types should be discussed with staff before beginning character generation, require application approval from a majority of current staff, and have a limited number of slots available.&amp;lt;br&amp;gt; Go to step 2.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Add 5 XP if your character appears to be in their teens or twenties. Go to step 3.&amp;lt;br&amp;gt;&lt;br /&gt;
*OR, add 10 XP if your character appears to be in their thirties. Go to step 3.&amp;lt;br&amp;gt;&lt;br /&gt;
*OR, add 15 XP if your character appears to be in their forties. Go to step 3.&amp;lt;br&amp;gt;&lt;br /&gt;
*OR, add 20 XP if your character appears to be in their fifties or older. Go to step 3.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If the character is older than their apparent age (You are immortal, unaging or similiar trait), only the apparent age is relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Step 3:'''&lt;br /&gt;
*Add the amounts from step 1 and step 2 to the base of 15. This should give you a number between 25 and 50. This is your starting XP and will be awarded upon approval.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Specialties=&lt;br /&gt;
Please see [[Specialties|Specialties Page]] for a list of all specialties and information.&lt;br /&gt;
&lt;br /&gt;
= Description Help =&lt;br /&gt;
== Skintone chart ==&lt;br /&gt;
[[File:18 skin tones.png]]&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Furio&amp;diff=4710</id>
		<title>Furio</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Furio&amp;diff=4710"/>
		<updated>2026-04-20T21:25:24Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Furio/Layout&lt;br /&gt;
| Page name = Furio&lt;br /&gt;
| Full name = Furio Cabrini&lt;br /&gt;
| &lt;br /&gt;
| // This stuff is optional&lt;br /&gt;
| Basic link style=color: black; text-decoration: none;&lt;br /&gt;
| Outer div style=background: black; color: #000&lt;br /&gt;
| Layout table id=&lt;br /&gt;
| Layout table style=&lt;br /&gt;
| Layout cell style=vertical-align: top; background: #900808; background: -webkit-gradient(linear, left top, left bottom, from(#ffffff), to(#ffffff)); background: -moz-linear-gradient(top, black, black); border: outset black 4px; -moz-border-radius:  8px; -webkit-border-radius: 8px&lt;br /&gt;
| Layout cell table style=color: #000&lt;br /&gt;
| Header style=background: #0099ff; background: -webkit-gradient(linear, left top, right top, from(#0099ff), to(#00000000)); background: -moz-linear-gradient(left, #ffffff, #ffffff); -moz-border-radius: 12px; -webkit-border-radius: 12px; color: #000;&lt;br /&gt;
| Introduction style=color: #000&lt;br /&gt;
| }}&lt;br /&gt;
[[Category: NPC]][[Category: Mage]][[Category: Traditions]][[Category: Mercurial Elite]]&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Setting_-_Freistatt,_Minnesota&amp;diff=4709</id>
		<title>Setting - Freistatt, Minnesota</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Setting_-_Freistatt,_Minnesota&amp;diff=4709"/>
		<updated>2026-04-05T00:34:32Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* Freistatt Present */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Freistatt, a thriving and bustling metropolitan community in Minnesota, was originally founded in the late 1800's on the southwest side of a three-river convergence. Over the centuries the town grew and spread to all side of the convergence and currently has a population 3.5 million.  Despite this large population, the city is quite compact. An easy one-half to one hour drive will have you in more rural environments. As is typical of a lot of large cities, it is made of various suburbs that have been incorporated over time.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;*DISCLAIMER: Geographic note, this city is loosely based on the Minneapolis-St. Paul, Minnesota, and surrounding suburbs. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The North Star State, The Land of 10,000 lakes, and The Gopher State (named for the state university mascot, not an over abundanced of burrowing pests) are all names for the state of Minnesota. The people are nice and value community. Firmly trained into people is the idea of &amp;quot;You before myself&amp;quot; and &amp;quot;Minnesota Nice&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
However, beneath the surface of every gentle lake runs a deeper, darker current. For the most part the general population has been able to carry on their blissful ignorance. But how long will that last?  Those in the know, those that keep wands, talons, and fangs on the beat of the things have felt a left a change in the current. While they choose to protect themselves, the regular joes, or will they side with whatever is slowly rising.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Future ==&lt;br /&gt;
The future of the USA and Freistatt is unwritten and uncertain. A majority of the population is desperate for a savior, often looking to wrong people for leadership.  Who will stand up? Who will make a ripple in their life, and how far will that ripple reach? Others swear they can smell change in the air.&lt;br /&gt;
&lt;br /&gt;
What does change smell like? Courage, bravery, hope, resilience, understanding, ambition, love.&lt;br /&gt;
Be bold. Be change.&lt;br /&gt;
&lt;br /&gt;
== Supernatural Point of View ==&lt;br /&gt;
See appropriate Sphere landing pages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Mage]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Mortal]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Shifter]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Bygones]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Demon]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Laws =&lt;br /&gt;
All laws players are use to in the RL United States apply to this segment of the game. Where laws would differ between States, differ to Minnesota state laws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Law enforcement consists of city police for the city proper, and Sheriffs for the more rural areas. If it not unusual to see Sheriffs in the city, especially around the government centers.&lt;br /&gt;
== Gun Laws ==&lt;br /&gt;
 &lt;br /&gt;
IC weapons laws are a reflection of the laws in Minnesota in real life.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
A permit is required to carry a firearm in public.&amp;lt;br&amp;gt;&lt;br /&gt;
A background check is required at the time of purchase.&amp;lt;br&amp;gt;&lt;br /&gt;
A permit is required to purchase a firearm.&amp;lt;br&amp;gt;&lt;br /&gt;
A firearm must be transported unloaded and in a secured gun case in a vehicle.&amp;lt;br&amp;gt;&lt;br /&gt;
- headache racks in vehicles is not allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
At home, a firearm must be kept unloaded and locked up in a cabinet, safe, gun&lt;br /&gt;
vault or storage case.&amp;lt;br&amp;gt;&lt;br /&gt;
No one may carry a firearm in a private airplane unless it is unloaded and in&lt;br /&gt;
a closed case or closed baggage area.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
If you are convicted of a felony crime of violence, you permanently loose your &lt;br /&gt;
right to possess firearms and ammunition.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
It is a felony to sell or possess the following items:&amp;lt;br&amp;gt;&lt;br /&gt;
silencers, machine guns, short-barreled shotguns, machine gun conversion kits, or&lt;br /&gt;
trigger activators.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
It is a gross misdemeanor for anyone to buy, sell or assemble &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Saturday Night Specials&amp;quot; pistol. This is defined as a pistol made from any&amp;lt;br&amp;gt;&lt;br /&gt;
material having a melting point of less than 1,000 degrees Fahreneheit, any &amp;lt;br&amp;gt;&lt;br /&gt;
material with an upper tensile strength less than 55,000 pounds pre square inch,&amp;lt;br&amp;gt;&lt;br /&gt;
or any powdered metal with a density less than 7.5 grams per cubic centimeter.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Private detectives, bodyguards, etc that carry a weapon as part of their &amp;lt;br&amp;gt;&lt;br /&gt;
employment must satisfactorily complete training in the safe use of firearms.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Each discharge of a firearm by a security guard in the course of their employment&amp;lt;br&amp;gt;&lt;br /&gt;
must be reported to the locl sheriff or chief of police.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
All health professionals must immediately report to local police or sheriff any&amp;lt;br&amp;gt;&lt;br /&gt;
gunshot wound they are required to treat or bandage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
== State Government ==&lt;br /&gt;
Freistat is the state capital, as such is houses both the state and city government systems.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
State government consists the following:&lt;br /&gt;
*'''Legislative Branch''' - Responsibilities: Enact and revise laws at the state level&lt;br /&gt;
** House of Representatives - 134 members (two from each district)&lt;br /&gt;
** Senate - 67 members (1 from each district)&lt;br /&gt;
** Legislative Commissions&lt;br /&gt;
*'''Executive Branch'''&lt;br /&gt;
** State Auditor&lt;br /&gt;
*** Attorney General&lt;br /&gt;
** Governor&lt;br /&gt;
*** State Departments and Agencies &lt;br /&gt;
** Lieutenant Governor&lt;br /&gt;
*** Secretary of State (also answers to Governor)&lt;br /&gt;
*'''Judicial Branch'''&lt;br /&gt;
**Supreme Court&lt;br /&gt;
**Court of Appeals&lt;br /&gt;
**District Court&lt;br /&gt;
== Freistatt City Government==&lt;br /&gt;
Board of Estimate and Taxation&lt;br /&gt;
*Mayor&lt;br /&gt;
**Office of Community Safety&lt;br /&gt;
**Office of Public Service&lt;br /&gt;
**Office of City Attorney&lt;br /&gt;
*City Council&lt;br /&gt;
**Office of City Attorney&lt;br /&gt;
**Office of City Clerk&lt;br /&gt;
**Office of City Auditor&lt;br /&gt;
*Park &amp;amp; Recreation Board&lt;br /&gt;
**Office of City Auditor&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| &amp;lt;center&amp;gt; '''Mayor''': Gregg Merritt&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| &amp;lt;center&amp;gt; '''City Council'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ellis Troy (46F)   ||       Mick Snyders (35M)  ||     Tevin Barr (25M)  ||  Walter Oaklynn (69M)&lt;br /&gt;
|-&lt;br /&gt;
| Liberty Smythe(37F)  ||    Syd Woodward (50M)||  Vivian Beck (30F)   ||      Zola Bishop (40F)  &lt;br /&gt;
|-&lt;br /&gt;
|Jason Newman (55M) ||   Scott Paulson (33M)  ||     Georgie Woolf (29F)  ||    Chelle Taton (42F)&lt;br /&gt;
|-&lt;br /&gt;
| Francis Boyce (65F)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
*[[Freistatt Map]] - highway overview map&lt;br /&gt;
*[[Freistatt Downtown Map]]&lt;br /&gt;
*[[White Elk Map]]&lt;br /&gt;
*[[Pine Springs Map]]&lt;br /&gt;
*[[Waterton Map]]&lt;br /&gt;
*[[North Falls Map]]&lt;br /&gt;
*[[Birchwood Map]]&lt;br /&gt;
---&lt;br /&gt;
More to be written.&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Setting_-_Freistatt,_Minnesota&amp;diff=4708</id>
		<title>Setting - Freistatt, Minnesota</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Setting_-_Freistatt,_Minnesota&amp;diff=4708"/>
		<updated>2026-04-05T00:32:34Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* Public Plot Hooks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Freistatt, a thriving and bustling metropolitan community in Minnesota, was originally founded in the late 1800's on the southwest side of a three-river convergence. Over the centuries the town grew and spread to all side of the convergence and currently has a population 3.5 million.  Despite this large population, the city is quite compact. An easy one-half to one hour drive will have you in more rural environments. As is typical of a lot of large cities, it is made of various suburbs that have been incorporated over time.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;*DISCLAIMER: Geographic note, this city is loosely based on the Minneapolis-St. Paul, Minnesota, and surrounding suburbs. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The North Star State, The Land of 10,000 lakes, and The Gopher State (named for the state university mascot, not an over abundanced of burrowing pests) are all names for the state of Minnesota. The people are nice and value community. Firmly trained into people is the idea of &amp;quot;You before myself&amp;quot; and &amp;quot;Minnesota Nice&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
However, beneath the surface of every gentle lake runs a deeper, darker current. For the most part the general population has been able to carry on their blissful ignorance. But how long will that last?  Those in the know, those that keep wands, talons, and fangs on the beat of the things have felt a left a change in the current. While they choose to protect themselves, the regular joes, or will they side with whatever is slowly rising.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Freistatt Present ==&lt;br /&gt;
Minnesota has settled into a certain ebb and flow with the previous state of affairs. The community has banded together to support each other and made it through the &amp;quot;modern dark ages&amp;quot;. One such banding together is SURF-MN, established in 2024, is to this day, the state's largest open secret, an organized &amp;quot;underground railroad&amp;quot;. Originally volunteers would offer up their couch or spare room to those sneaking into the state for medical help. Today it helps everyone wanting to live in a free state, with getting their state ID, a job, and all needed documents. This can be particularly tricky if the originating state refuses to send someone copies of birth certificates, marriage certificates and other legal documents.  Many times, immigrating into Freistatt (the new name for the St.Paul/Minneapolis area) meant leaving everything behind, including familial ties.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Several of the states more wealthy residents bought up old farmland and are repurposing it into acres of green houses so that crops can be grown through the bitterly cold winters. This too, isn't without its hardship and difficulties, especially in the winter when skies may be overcast for weeks or months at a time. This can make getting the greenhouses warm enough to support crops. However, necessity is the mother of invention, and several advances in ecological heat retention have been made.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Have something to add, pitch it to staff in-game)&lt;br /&gt;
&lt;br /&gt;
== The Future ==&lt;br /&gt;
The future of the USA and Freistatt is unwritten and uncertain. A majority of the population is desperate for a savior, often looking to wrong people for leadership.  Who will stand up? Who will make a ripple in their life, and how far will that ripple reach? Others swear they can smell change in the air.&lt;br /&gt;
&lt;br /&gt;
What does change smell like? Courage, bravery, hope, resilience, understanding, ambition, love.&lt;br /&gt;
Be bold. Be change.&lt;br /&gt;
&lt;br /&gt;
== Supernatural Point of View ==&lt;br /&gt;
See appropriate Sphere landing pages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Mage]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Mortal]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Shifter]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Bygones]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Demon]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Laws =&lt;br /&gt;
All laws players are use to in the RL United States apply to this segment of the game. Where laws would differ between States, differ to Minnesota state laws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Law enforcement consists of city police for the city proper, and Sheriffs for the more rural areas. If it not unusual to see Sheriffs in the city, especially around the government centers.&lt;br /&gt;
== Gun Laws ==&lt;br /&gt;
 &lt;br /&gt;
IC weapons laws are a reflection of the laws in Minnesota in real life.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
A permit is required to carry a firearm in public.&amp;lt;br&amp;gt;&lt;br /&gt;
A background check is required at the time of purchase.&amp;lt;br&amp;gt;&lt;br /&gt;
A permit is required to purchase a firearm.&amp;lt;br&amp;gt;&lt;br /&gt;
A firearm must be transported unloaded and in a secured gun case in a vehicle.&amp;lt;br&amp;gt;&lt;br /&gt;
- headache racks in vehicles is not allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
At home, a firearm must be kept unloaded and locked up in a cabinet, safe, gun&lt;br /&gt;
vault or storage case.&amp;lt;br&amp;gt;&lt;br /&gt;
No one may carry a firearm in a private airplane unless it is unloaded and in&lt;br /&gt;
a closed case or closed baggage area.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
If you are convicted of a felony crime of violence, you permanently loose your &lt;br /&gt;
right to possess firearms and ammunition.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
It is a felony to sell or possess the following items:&amp;lt;br&amp;gt;&lt;br /&gt;
silencers, machine guns, short-barreled shotguns, machine gun conversion kits, or&lt;br /&gt;
trigger activators.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
It is a gross misdemeanor for anyone to buy, sell or assemble &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Saturday Night Specials&amp;quot; pistol. This is defined as a pistol made from any&amp;lt;br&amp;gt;&lt;br /&gt;
material having a melting point of less than 1,000 degrees Fahreneheit, any &amp;lt;br&amp;gt;&lt;br /&gt;
material with an upper tensile strength less than 55,000 pounds pre square inch,&amp;lt;br&amp;gt;&lt;br /&gt;
or any powdered metal with a density less than 7.5 grams per cubic centimeter.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Private detectives, bodyguards, etc that carry a weapon as part of their &amp;lt;br&amp;gt;&lt;br /&gt;
employment must satisfactorily complete training in the safe use of firearms.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Each discharge of a firearm by a security guard in the course of their employment&amp;lt;br&amp;gt;&lt;br /&gt;
must be reported to the locl sheriff or chief of police.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
All health professionals must immediately report to local police or sheriff any&amp;lt;br&amp;gt;&lt;br /&gt;
gunshot wound they are required to treat or bandage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
== State Government ==&lt;br /&gt;
Freistat is the state capital, as such is houses both the state and city government systems.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
State government consists the following:&lt;br /&gt;
*'''Legislative Branch''' - Responsibilities: Enact and revise laws at the state level&lt;br /&gt;
** House of Representatives - 134 members (two from each district)&lt;br /&gt;
** Senate - 67 members (1 from each district)&lt;br /&gt;
** Legislative Commissions&lt;br /&gt;
*'''Executive Branch'''&lt;br /&gt;
** State Auditor&lt;br /&gt;
*** Attorney General&lt;br /&gt;
** Governor&lt;br /&gt;
*** State Departments and Agencies &lt;br /&gt;
** Lieutenant Governor&lt;br /&gt;
*** Secretary of State (also answers to Governor)&lt;br /&gt;
*'''Judicial Branch'''&lt;br /&gt;
**Supreme Court&lt;br /&gt;
**Court of Appeals&lt;br /&gt;
**District Court&lt;br /&gt;
== Freistatt City Government==&lt;br /&gt;
Board of Estimate and Taxation&lt;br /&gt;
*Mayor&lt;br /&gt;
**Office of Community Safety&lt;br /&gt;
**Office of Public Service&lt;br /&gt;
**Office of City Attorney&lt;br /&gt;
*City Council&lt;br /&gt;
**Office of City Attorney&lt;br /&gt;
**Office of City Clerk&lt;br /&gt;
**Office of City Auditor&lt;br /&gt;
*Park &amp;amp; Recreation Board&lt;br /&gt;
**Office of City Auditor&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| &amp;lt;center&amp;gt; '''Mayor''': Gregg Merritt&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| &amp;lt;center&amp;gt; '''City Council'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ellis Troy (46F)   ||       Mick Snyders (35M)  ||     Tevin Barr (25M)  ||  Walter Oaklynn (69M)&lt;br /&gt;
|-&lt;br /&gt;
| Liberty Smythe(37F)  ||    Syd Woodward (50M)||  Vivian Beck (30F)   ||      Zola Bishop (40F)  &lt;br /&gt;
|-&lt;br /&gt;
|Jason Newman (55M) ||   Scott Paulson (33M)  ||     Georgie Woolf (29F)  ||    Chelle Taton (42F)&lt;br /&gt;
|-&lt;br /&gt;
| Francis Boyce (65F)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
*[[Freistatt Map]] - highway overview map&lt;br /&gt;
*[[Freistatt Downtown Map]]&lt;br /&gt;
*[[White Elk Map]]&lt;br /&gt;
*[[Pine Springs Map]]&lt;br /&gt;
*[[Waterton Map]]&lt;br /&gt;
*[[North Falls Map]]&lt;br /&gt;
*[[Birchwood Map]]&lt;br /&gt;
---&lt;br /&gt;
More to be written.&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Setting_-_Freistatt,_Minnesota&amp;diff=4707</id>
		<title>Setting - Freistatt, Minnesota</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Setting_-_Freistatt,_Minnesota&amp;diff=4707"/>
		<updated>2026-04-05T00:31:58Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* USA - The Past - A timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Freistatt, a thriving and bustling metropolitan community in Minnesota, was originally founded in the late 1800's on the southwest side of a three-river convergence. Over the centuries the town grew and spread to all side of the convergence and currently has a population 3.5 million.  Despite this large population, the city is quite compact. An easy one-half to one hour drive will have you in more rural environments. As is typical of a lot of large cities, it is made of various suburbs that have been incorporated over time.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;*DISCLAIMER: Geographic note, this city is loosely based on the Minneapolis-St. Paul, Minnesota, and surrounding suburbs. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The North Star State, The Land of 10,000 lakes, and The Gopher State (named for the state university mascot, not an over abundanced of burrowing pests) are all names for the state of Minnesota. The people are nice and value community. Firmly trained into people is the idea of &amp;quot;You before myself&amp;quot; and &amp;quot;Minnesota Nice&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
However, beneath the surface of every gentle lake runs a deeper, darker current. For the most part the general population has been able to carry on their blissful ignorance. But how long will that last?  Those in the know, those that keep wands, talons, and fangs on the beat of the things have felt a left a change in the current. While they choose to protect themselves, the regular joes, or will they side with whatever is slowly rising.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Freistatt Present ==&lt;br /&gt;
Minnesota has settled into a certain ebb and flow with the previous state of affairs. The community has banded together to support each other and made it through the &amp;quot;modern dark ages&amp;quot;. One such banding together is SURF-MN, established in 2024, is to this day, the state's largest open secret, an organized &amp;quot;underground railroad&amp;quot;. Originally volunteers would offer up their couch or spare room to those sneaking into the state for medical help. Today it helps everyone wanting to live in a free state, with getting their state ID, a job, and all needed documents. This can be particularly tricky if the originating state refuses to send someone copies of birth certificates, marriage certificates and other legal documents.  Many times, immigrating into Freistatt (the new name for the St.Paul/Minneapolis area) meant leaving everything behind, including familial ties.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Several of the states more wealthy residents bought up old farmland and are repurposing it into acres of green houses so that crops can be grown through the bitterly cold winters. This too, isn't without its hardship and difficulties, especially in the winter when skies may be overcast for weeks or months at a time. This can make getting the greenhouses warm enough to support crops. However, necessity is the mother of invention, and several advances in ecological heat retention have been made.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Have something to add, pitch it to staff in-game)&lt;br /&gt;
&lt;br /&gt;
== The Future ==&lt;br /&gt;
The future of the USA and Freistatt is unwritten and uncertain. A majority of the population is desperate for a savior, often looking to wrong people for leadership.  Who will stand up? Who will make a ripple in their life, and how far will that ripple reach? Others swear they can smell change in the air.&lt;br /&gt;
&lt;br /&gt;
What does change smell like? Courage, bravery, hope, resilience, understanding, ambition, love.&lt;br /&gt;
Be bold. Be change.&lt;br /&gt;
&lt;br /&gt;
== Public Plot Hooks ==&lt;br /&gt;
=== Approved ===&lt;br /&gt;
&lt;br /&gt;
=== Pending ===&lt;br /&gt;
*Friendship Benches - a community group is hoping to install benches in various community centers and parks. There are safe places to sit and talk to another community member.&lt;br /&gt;
&lt;br /&gt;
== Supernatural Point of View ==&lt;br /&gt;
See appropriate Sphere landing pages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Mage]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Mortal]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Shifter]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Bygones]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Demon]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Laws =&lt;br /&gt;
All laws players are use to in the RL United States apply to this segment of the game. Where laws would differ between States, differ to Minnesota state laws.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Law enforcement consists of city police for the city proper, and Sheriffs for the more rural areas. If it not unusual to see Sheriffs in the city, especially around the government centers.&lt;br /&gt;
== Gun Laws ==&lt;br /&gt;
 &lt;br /&gt;
IC weapons laws are a reflection of the laws in Minnesota in real life.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
A permit is required to carry a firearm in public.&amp;lt;br&amp;gt;&lt;br /&gt;
A background check is required at the time of purchase.&amp;lt;br&amp;gt;&lt;br /&gt;
A permit is required to purchase a firearm.&amp;lt;br&amp;gt;&lt;br /&gt;
A firearm must be transported unloaded and in a secured gun case in a vehicle.&amp;lt;br&amp;gt;&lt;br /&gt;
- headache racks in vehicles is not allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
At home, a firearm must be kept unloaded and locked up in a cabinet, safe, gun&lt;br /&gt;
vault or storage case.&amp;lt;br&amp;gt;&lt;br /&gt;
No one may carry a firearm in a private airplane unless it is unloaded and in&lt;br /&gt;
a closed case or closed baggage area.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
If you are convicted of a felony crime of violence, you permanently loose your &lt;br /&gt;
right to possess firearms and ammunition.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
It is a felony to sell or possess the following items:&amp;lt;br&amp;gt;&lt;br /&gt;
silencers, machine guns, short-barreled shotguns, machine gun conversion kits, or&lt;br /&gt;
trigger activators.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
It is a gross misdemeanor for anyone to buy, sell or assemble &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Saturday Night Specials&amp;quot; pistol. This is defined as a pistol made from any&amp;lt;br&amp;gt;&lt;br /&gt;
material having a melting point of less than 1,000 degrees Fahreneheit, any &amp;lt;br&amp;gt;&lt;br /&gt;
material with an upper tensile strength less than 55,000 pounds pre square inch,&amp;lt;br&amp;gt;&lt;br /&gt;
or any powdered metal with a density less than 7.5 grams per cubic centimeter.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Private detectives, bodyguards, etc that carry a weapon as part of their &amp;lt;br&amp;gt;&lt;br /&gt;
employment must satisfactorily complete training in the safe use of firearms.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Each discharge of a firearm by a security guard in the course of their employment&amp;lt;br&amp;gt;&lt;br /&gt;
must be reported to the locl sheriff or chief of police.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
All health professionals must immediately report to local police or sheriff any&amp;lt;br&amp;gt;&lt;br /&gt;
gunshot wound they are required to treat or bandage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
== State Government ==&lt;br /&gt;
Freistat is the state capital, as such is houses both the state and city government systems.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
State government consists the following:&lt;br /&gt;
*'''Legislative Branch''' - Responsibilities: Enact and revise laws at the state level&lt;br /&gt;
** House of Representatives - 134 members (two from each district)&lt;br /&gt;
** Senate - 67 members (1 from each district)&lt;br /&gt;
** Legislative Commissions&lt;br /&gt;
*'''Executive Branch'''&lt;br /&gt;
** State Auditor&lt;br /&gt;
*** Attorney General&lt;br /&gt;
** Governor&lt;br /&gt;
*** State Departments and Agencies &lt;br /&gt;
** Lieutenant Governor&lt;br /&gt;
*** Secretary of State (also answers to Governor)&lt;br /&gt;
*'''Judicial Branch'''&lt;br /&gt;
**Supreme Court&lt;br /&gt;
**Court of Appeals&lt;br /&gt;
**District Court&lt;br /&gt;
== Freistatt City Government==&lt;br /&gt;
Board of Estimate and Taxation&lt;br /&gt;
*Mayor&lt;br /&gt;
**Office of Community Safety&lt;br /&gt;
**Office of Public Service&lt;br /&gt;
**Office of City Attorney&lt;br /&gt;
*City Council&lt;br /&gt;
**Office of City Attorney&lt;br /&gt;
**Office of City Clerk&lt;br /&gt;
**Office of City Auditor&lt;br /&gt;
*Park &amp;amp; Recreation Board&lt;br /&gt;
**Office of City Auditor&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| &amp;lt;center&amp;gt; '''Mayor''': Gregg Merritt&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| &amp;lt;center&amp;gt; '''City Council'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ellis Troy (46F)   ||       Mick Snyders (35M)  ||     Tevin Barr (25M)  ||  Walter Oaklynn (69M)&lt;br /&gt;
|-&lt;br /&gt;
| Liberty Smythe(37F)  ||    Syd Woodward (50M)||  Vivian Beck (30F)   ||      Zola Bishop (40F)  &lt;br /&gt;
|-&lt;br /&gt;
|Jason Newman (55M) ||   Scott Paulson (33M)  ||     Georgie Woolf (29F)  ||    Chelle Taton (42F)&lt;br /&gt;
|-&lt;br /&gt;
| Francis Boyce (65F)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
*[[Freistatt Map]] - highway overview map&lt;br /&gt;
*[[Freistatt Downtown Map]]&lt;br /&gt;
*[[White Elk Map]]&lt;br /&gt;
*[[Pine Springs Map]]&lt;br /&gt;
*[[Waterton Map]]&lt;br /&gt;
*[[North Falls Map]]&lt;br /&gt;
*[[Birchwood Map]]&lt;br /&gt;
---&lt;br /&gt;
More to be written.&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Ascension_Sojourns&amp;diff=4706</id>
		<title>Ascension Sojourns</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Ascension_Sojourns&amp;diff=4706"/>
		<updated>2026-04-03T20:22:51Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#css:&lt;br /&gt;
h1.firstHeading {display: none;}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''A MAGE 20th Anniversary World of Darkness Game accepting Mage, Mortal, Bygone, Sorcerer/Psychic Characters,&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;Demon, and limited Shifter positions!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Editing is restricted to reduce spam. Contact staff to get your wiki account.'''&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Portalpath.png|center|300px]]&lt;br /&gt;
----&lt;br /&gt;
'''To connect, telnet to''': ascensionsojourns.com:7423&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We've noticed some clients take longer to connect to the game than others, perhaps due to firewalls. We highly suggest BeipMu,which is available through the dev's github. [[https://beipdev.github.io/BeipMU/  Beipmu github and download]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Wiki searches: Wiki is picky about case. If you are not finding the results you think you should, try all lower case letters first. ie: 'red' instead of 'RED'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Our Discord server:''' [[https://discord.gg/Hs5r5AV2R9 Ascension Sojourns Discord]]  If you have an approved character, please let staff know who you are so we give you the roles appropriate for your class(s).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;font style=&amp;quot;color: black;font-family: Calibri; font-size: 10pt &amp;quot;&amp;gt; style=&amp;quot;vertical-align: top&amp;quot; |&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Setting]]''': Information about the area.&lt;br /&gt;
* '''[[Wiki Policy]]''': Policy for wikipages and accounts.&lt;br /&gt;
* '''[[Staff | Staff]]''': Staff listing and info.&amp;lt;!-- the extra colon is required --&amp;gt;&lt;br /&gt;
* '''[[Downtime | Downtime]]''': In case of downtime...read this.&lt;br /&gt;
* '''[[Combat]] Systems''' &lt;br /&gt;
* '''[[Dramatic Systems]]''' (non-combat): Art work, etc as written&lt;br /&gt;
* '''[[Magical Item Creation]]''': Guide to creating various mystical objects.&lt;br /&gt;
* '''[[Character Pages|Character Pages]]''' &lt;br /&gt;
* '''[[PRP Ideas]]''': PRP Ideas or Currently Active PRP information.&lt;br /&gt;
* '''[[Maps]]''': maps for the world/universe&lt;br /&gt;
* '''[[Sample Log]]''': How to make wiki log pages.&lt;br /&gt;
* '''[https://pastebin.com/index Pastebin]''' or '''[https://controlc.com ControlC]''': &amp;lt;br&amp;gt;Share text pastes with other players.&amp;lt;br&amp;gt;(Off-site, use at your own risk. Use &amp;lt;br&amp;gt;'unlisted' if you don't want&amp;lt;br&amp;gt; search engines indexing it.)&lt;br /&gt;
| &amp;lt;font style=&amp;quot;color: black; font-family: Calibri; font-size: 10pt&amp;quot;&amp;gt; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| &amp;lt;font style=&amp;quot;color: black; font-family: Calibri; font-size: 10pt&amp;quot;&amp;gt; style=&amp;quot;vertical-align: top&amp;quot; |&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Real Estate]]''': Private Businesses and Homes for sale IC and how to obtain them.&lt;br /&gt;
* '''[[Client adjustments|MUSH Clients]]&lt;br /&gt;
* '''POLLS''' - Issues, thoughts and ideas currently being voted on.&lt;br /&gt;
* '''[[Construction Help]]'''&lt;br /&gt;
* '''[[Books]]''': A list of approved books&lt;br /&gt;
* '''[[Glossary]]''' - a list of terms you should know.&lt;br /&gt;
* '''[[Mage]]''' - Mage Page&lt;br /&gt;
* '''[[Traditions]]''' - Tradition Mage Page&lt;br /&gt;
* '''[[Sorcerers and Psychics]] - Mortal+ Page&lt;br /&gt;
* '''[[Mortals]]''' - info for regular humans&lt;br /&gt;
* '''[[Shifter]]''' - Shifter landing page&lt;br /&gt;
* '''[[Demon]]'''  - Demon landing page.&lt;br /&gt;
* '''[[Bygones]]''' - Bygone info&lt;br /&gt;
* '''[[Weapons]]''' and '''[[Gear]]''' Lists and Info&lt;br /&gt;
* '''[[Charts]]''' various useful charts&lt;br /&gt;
* '''[[Creating Companions]]''' rules for Allies, Backup, Contacts, Followers, Retainers, etc&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All information provided in these pages regarding M20 factions, character creation, game play rules (exception of some house rules), etc, come from Mage 20th Anniversary core book and supplements published by Onyx Publishing. We highly suggest looking to drivethrurpg.com to obtain your own copies of any of the 20th Anniversary books.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= =&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Character_Pages&amp;diff=4705</id>
		<title>Character Pages</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Character_Pages&amp;diff=4705"/>
		<updated>2026-04-03T20:20:39Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
Blank templates to copy for you character page can be found [[Wiki Character Page Creation|'''here''']]&lt;br /&gt;
&lt;br /&gt;
If you are good at creating new templates, please contact staff.&lt;br /&gt;
&lt;br /&gt;
'''[[Active PCs]]''' - A list of currently played characters&lt;br /&gt;
&lt;br /&gt;
'''[[Roster Characters]]''' - a list of pre-made characters that need a new player, and a list of roster characters already taken.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category:Retired PCs|Retired PCs]]''' - a place for characters that have been retired from the game.&lt;br /&gt;
&lt;br /&gt;
'''[[:Category: NPCs|Important NPCs]]'''  - A roster of characters run by staff for various metapolot, game uses, etc.&lt;br /&gt;
&lt;br /&gt;
'''[[Characters by Primary Profession]]'''  - Characters listed by their preferred job if needing a specific thing. &lt;br /&gt;
&lt;br /&gt;
'''[[Played-by]]''' - Celebrities representing characters.&lt;br /&gt;
&lt;br /&gt;
* '''[[Icons]]''': WoD icons. &lt;br /&gt;
* '''[[:Template:Dots|Dot Template]]''': Dot templates to show stats with.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Ascension_Sojourns&amp;diff=4704</id>
		<title>Ascension Sojourns</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Ascension_Sojourns&amp;diff=4704"/>
		<updated>2026-04-03T20:20:03Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#css:&lt;br /&gt;
h1.firstHeading {display: none;}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''A MAGE 20th Anniversary World of Darkness Game accepting Mage, Mortal, Bygone, Sorcerer/Psychic Characters,&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;Demon, and limited Shifter positions!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Editing is restricted to reduce spam. Contact staff to get your wiki account.'''&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Portalpath.png|center|300px]]&lt;br /&gt;
----&lt;br /&gt;
'''To connect, telnet to''': ascensionsojourns.com:7423&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We've noticed some clients take longer to connect to the game than others, perhaps due to firewalls. We highly suggest BeipMu,which is available through the dev's github. [[https://beipdev.github.io/BeipMU/  Beipmu github and download]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Wiki searches: Wiki is picky about case. If you are not finding the results you think you should, try all lower case letters first. ie: 'red' instead of 'RED'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Our Discord server:''' [[https://discord.gg/Hs5r5AV2R9 Ascension Sojourns Discord]]  If you have an approved character, please let staff know who you are so we give you the roles appropriate for your class(s).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;font style=&amp;quot;color: black;font-family: Calibri; font-size: 10pt &amp;quot;&amp;gt; style=&amp;quot;vertical-align: top&amp;quot; |&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Setting]]''': Information about the area.&lt;br /&gt;
* '''[[Wiki Policy]]''': Policy for wikipages and accounts.&lt;br /&gt;
* '''[[Staff | Staff]]''': Staff listing and info.&amp;lt;!-- the extra colon is required --&amp;gt;&lt;br /&gt;
* '''[[Downtime | Downtime]]''': In case of downtime...read this.&lt;br /&gt;
* '''[[Combat]] Systems''' &lt;br /&gt;
* '''[[Dramatic Systems]]''' (non-combat): Art work, etc as written&lt;br /&gt;
* '''[[Magical Item Creation]]''': Guide to creating various mystical objects.&lt;br /&gt;
* '''[[Creating Companions]]''': Guide to creating familiars, retainers, backups, spies, etc.&lt;br /&gt;
* '''[[Character Pages|Character Pages]]''' &lt;br /&gt;
*'''[[Wiki Character Page Creation]]''': Blank templates for your usage.&lt;br /&gt;
* '''[[PRP Ideas]]''': PRP Ideas or Currently Active PRP information.&lt;br /&gt;
* '''[[Maps]]''': maps for the world/universe&lt;br /&gt;
* '''[[Sample Log]]''': How to make wiki log pages.&lt;br /&gt;
* '''[https://pastebin.com/index Pastebin]''' or '''[https://controlc.com ControlC]''': &amp;lt;br&amp;gt;Share text pastes with other players.&amp;lt;br&amp;gt;(Off-site, use at your own risk. Use &amp;lt;br&amp;gt;'unlisted' if you don't want&amp;lt;br&amp;gt; search engines indexing it.)&lt;br /&gt;
| &amp;lt;font style=&amp;quot;color: black; font-family: Calibri; font-size: 10pt&amp;quot;&amp;gt; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| &amp;lt;font style=&amp;quot;color: black; font-family: Calibri; font-size: 10pt&amp;quot;&amp;gt; style=&amp;quot;vertical-align: top&amp;quot; |&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Real Estate]]''': Private Businesses and Homes for sale IC and how to obtain them.&lt;br /&gt;
* '''[[Client adjustments|MUSH Clients]]&lt;br /&gt;
* '''POLLS''' - Issues, thoughts and ideas currently being voted on.&lt;br /&gt;
* '''[[Construction Help]]'''&lt;br /&gt;
* '''[[Books]]''': A list of approved books&lt;br /&gt;
* '''[[Glossary]]''' - a list of terms you should know.&lt;br /&gt;
* '''[[Mage]]''' - Mage Page&lt;br /&gt;
* '''[[Traditions]]''' - Tradition Mage Page&lt;br /&gt;
* '''[[Sorcerers and Psychics]] - Mortal+ Page&lt;br /&gt;
* '''[[Mortals]]''' - info for regular humans&lt;br /&gt;
* '''[[Shifter]]''' - Shifter landing page&lt;br /&gt;
* '''[[Demon]]'''  - Demon landing page.&lt;br /&gt;
* '''[[Bygones]]''' - Bygone info&lt;br /&gt;
* '''[[Weapons]]''' and '''[[Gear]]''' Lists and Info&lt;br /&gt;
* '''[[Charts]]''' various useful charts&lt;br /&gt;
* '''[[Creating Companions]]''' rules for Allies, Backup, Contacts, Followers, Retainers, etc&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All information provided in these pages regarding M20 factions, character creation, game play rules (exception of some house rules), etc, come from Mage 20th Anniversary core book and supplements published by Onyx Publishing. We highly suggest looking to drivethrurpg.com to obtain your own copies of any of the 20th Anniversary books.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= =&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Demon_Chargen&amp;diff=4703</id>
		<title>Demon Chargen</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Demon_Chargen&amp;diff=4703"/>
		<updated>2026-01-08T13:43:33Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* Visage Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Visage Abilities =&lt;br /&gt;
You may buy low-torment powers for your high-torment form, but not vice versa.&amp;lt;br&amp;gt;&lt;br /&gt;
You receive 16 points to spend on high and low torment powers.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not have more than 4 powers in each category.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers highlighted in red are HIGH Torment only powers.&amp;lt;BR&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==='''Common Visage Powers'''===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;;&lt;br /&gt;
|-&lt;br /&gt;
|+ Common Powers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Definition&lt;br /&gt;
|-&lt;br /&gt;
|Armor||4|| Your character has either stony hide or thick,leathery skin and is extremely hard to hurt. Add 4 dice to the demon's soak pool to resist bashing, leather and aggravated types of damage.&lt;br /&gt;
|-&lt;br /&gt;
|Casts No Reflections||2|| The demon's image does not appear in mirrors nor can it be captured by cameras or on video.&lt;br /&gt;
|-&lt;br /&gt;
|Claws/Teeth|| 1||The character manifests claws and fangs that inflict Strength +2 aggrivated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Damage Resistance||3|| You are capable of shrugging off damage that would cripple a normal human. You may ignore wound penalities for the duration of the scene. Penalties for injuries incurred while in apocalyptic form apply again once human form is resumed.&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Ability||3|| The difficulty on rolls involving any on -Ability- drop by two while the character is in &amp;quot;Angelic&amp;quot; or &amp;quot;Apocalyptic&amp;quot; form. Your ability is: (If it isn't listed here contact MB)&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Senses||3|| Your five senses are heightened to superhuman levels, reducing the difficulty of Perception rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Mental Acuity||4|| You receive a mere taste of the clarity of thought you once knew. The character adds 4 dice to Mental Attributes in any combination at the player's discretion. Allotment must be determined at purchase and can not be changed. If you do not have a custom form in +shift set up for this, contact Staff.&lt;br /&gt;
|-&lt;br /&gt;
|Enchanced Social Traits||4|| The character gains 4 dots to add to Social Attributes in any combination determined at chargen. May not be changed. This is handled by a custom +shift form. Contact staff if you do not have one.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Actions||3|| Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of descending initiative. If you roll an initiative of 7, you take your normal action on 7 and your extra action at 6. Player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Health Levels||3|| The character's vitality provides 3 extra -Bruised- health levels for purposes of absorbing bashing, lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Extra Limbs||3|| You grow a second set of arms or a prehensil tail, at the player's discretion. Extra arms allow a character either to parry or block hand-to-hand or melee attacks without sacrificing your own attack, or to make up to two additional attacks of your own per turn using your full dice pool. A prehensil tail is half of the character's height, uses only half of the character's strength (rounded down) to life objects and allows the character to hang suspended.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Gaping Maw||2|| You can chew and digest anything you can get your teeth on. Metal, stone anf flesh can all be ground up and digested with ease. The difficulties of bite attacks decrease by 2, and the maw inflicts Str+4 aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Horns||1|| You have a pair of curved rams or bull's horns protruding from your forehead. It attacked in close combat, you make make a free counterattack. Roll Dexterity+Brawl, if successful, you inflict aggravated damage equal to Str-1.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Attribute||3|| One of the demon's attributes increases by 2 in Revelatory form. See staff to acquire a custom +shift form to handle this.&lt;br /&gt;
|-&lt;br /&gt;
|Improve Initiative||1|| Add 2 to the your initiative scores.&lt;br /&gt;
|-&lt;br /&gt;
|Increased Size||3|| Your body grows to a third again its own height, adding the following bonus traits: +2 Strength, +1 Stamina, and 1 extra Bruised level for the purpose of soaking Bashing, Lethal and Aggravated Damage. Difficulties to strike the character in ranged or melee combat drop by one.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Lashing Tail||1|| You manifest a long, reptilian tail tipped with a curved, bony spike that inflicts Str-1 Aggravated Damage.&lt;br /&gt;
|-&lt;br /&gt;
|Pass Without Trace||2|| The difficulty of your Stealth rolls decrease by 2 and your passage does not disturb the surrounding environment in any way. You leave no footprints and disturb no foliage.&lt;br /&gt;
|-&lt;br /&gt;
|Regeneration||4|| You Regenerate 1 health level of Bashing OR Lethal damage per turn automatically as a reflexive action.&lt;br /&gt;
|-&lt;br /&gt;
|Wings||3|| The character possesses a pair of raven wings that are a third again as tall as the character when completely unfurled. Wings allows the character to -glide- up to three times its running speed, but can not launch into flight or sustain flight without appropriate lores.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==='''House Specific Powers'''===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ House Specific Powers&lt;br /&gt;
|-&lt;br /&gt;
! House !! Name !! Cost !! Definition&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Inhuman Allure||2|| The character's voice and features are refined to inhuman perfection, adding the following bonus traits: +2 Charisma, +1 Manipulation, +1 Appearance.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Voice of the Damned||1|| The Demon's voice booms with the authority of God. The difficulties of all Intimidation rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Radiant Aura||1|| The character's body is wreathed in a corona of shifting, multicolored hues that distract and confuse their foes. The difficulty of all ranged attacks against the character increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|The Host||2|| Fanged mouths appear on the demon's body. The character inflicts Strength +3 aggrivated damage per turn with a successful grapple. When they are not otherwise occupied the mouths whisper blasphemies in any language the character knows.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Touch of Death||3|| The demon must be able to touch his intented target to use this ability. This ability, when choosen as high torment, traps the hapless victim in their body while the demon inflicts whatever damage it wishes upon the victim. The target can escape by spending a willpower point but then must beat the demon in Dexterity+Brawl diff 7 to get away. Otherwise the power takes control again. Has no effect on demons or supernatural beings already dead.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Lordly Mien||2|| The character's aura of divine authority reduces the difficulty of Manipulation and Charisma rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|Scales||3|| The character is covered with dark lustrous scales that provide 4 dice of armor protection against bashing, lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Malefactors||Alter Size||3|| You can alter your physical size in order to slip through narrow gaps or crawl into impossibly small spaces. You can reduce your size to as little as a third of its original volume. The difficulties of attacks directed against the miniature demon increased by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Distortion||3||Your form shifts and shimmers as if the viewer were looking at you through water. The difficulties of all ranged attacks against you increase by 2, while close-combat attacks increase by 1. Other demons can resist these effect as they can other illusions with a Perception+Alertness=&amp;lt;the opposing demon's faith or torment, whichever is higher&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Enhanced Empathy||1|| The difficulties for all Empathy rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Fiends, Scourges||Enhanced Intuition||1|| The difficulties for all Intuition rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Malefactors||style = &amp;quot;background: #FF6347&amp;quot;|Ichor||2||A foul black ichor covers your body, making you difficult to grab or restrain. Difficulties of any grapple attempts directed at you increase by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Immune to Electricity||2|| You suffer no damage from any kind of electricity-based attacks.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Improved Dexterity||2|| Add 2 to your Dexterity. Handled via a custom +shift form. See staff if you do not have one.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Ink Cloud||1|| You can expel a cloud of indigo ink that hangs in the air and blinds your foes. Individuals within a number of feet equal to your Faith score are blinded for a number of turns equal to your Torment, unless a successful Stamina roll is made. The cloud of ink lingers for a number of turns equal to the your Torment. Victims are subject to Blind Fighting rules. (see +news blind fighting)&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Lyrical Voice||1|| The difficulties of all Leadership or Subterfuge rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Sea's Beauty||3|| Your physical appearance, poise and grace leave humans in stupefied awe. You gain the following bonus traits: +2 Charisma, +1 Manipulation, +2 Appearance. Handled via a custom +shift form. Contact staff if you do not have one.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||style = &amp;quot;background: #FF6347&amp;quot;|Shark Hide||3|| Your shark-like skin acts as armor, providing 4 additional dice to soak Bashing, Lethal and Aggravated Damage.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Shocking Touch||2|| Your touch inflicts a number of bashing levels of damage equal to your Faith score. This special ability may be used one -once- per scene.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Malefactors||Spines||3|| A long ruff of spines runs down your back and along the backs of your arms. You inflict an additional health level of Aggravated damage with every successful attack in unarmed combat.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||style = &amp;quot;background: #FF6347&amp;quot;|Venom||3|| Your saliva contains an intoxicating venom that affects a victim's will. If the victim is exposed to your saliva (through a successful bite attack, through an already open wound or via a kiss), they loose a number of Willpower points equal to -Your- Torment unless a successful Stamina=7 roll is made. If the victim looses all their Willpower in this fashion, they fall into a deathlike coma. The effects of the venom last for a number of days equal to your Torment.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Weather Sense||1|| You can always intuitively sense changes in the weather up to a distance of 10 miles times your Faith score.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Beckon||2|| You're so beautiful that those who lay eye on you cannot help but follow, entranced by your preternatural charisma. Any mortal who fails a Revelation Check (Perception+awareness=10-total number of Faith points spent during the scene) must follow You as best as they can, keeping you in sight at all times. The mortal snaps out of his reverie if he is attacked or simply shaken. You may choose to turn this effect off at will&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|Corrosive Spit||2|| Your spit burns like acid. A bite inflicts an additional health level of Aggravated damage, or you can spit at a target up to 10 feet away with a successful Dexterity roll. The spittal inflicts 1 die of aggravated damage plus any extra successes rolled. Targets such as mortal that do not deal in aggravated damage suffer lethal damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Devils, Slayers||Dread Gaze||4|| Individuals (mortal and demon) who meet the demon's gaze and who fail a Willpower=7 roll must forfeit their actions for the turn.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|Fiery Blood||4|| Your blood burns like magma. Inflammable objects that touch more than a few drops burst into flame, and opponents in close combat suffer 1 level of Lethal damage each time they successfully inflict damage on you.&lt;br /&gt;
|-&lt;br /&gt;
|Devils, Malefactors||Immunity to Fire||3|| You take no damage for fire or heat of any kind.&lt;br /&gt;
|-&lt;br /&gt;
|Devils, Slayers||Increased Awareness||2|| You are especially attuned to the fabric of reality, reducing the difficulty of all |Awareness rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Affirm||3|| By making eye contact with a moral, you can reaffirm that mortal's place in God's plan. You roll Faith=6. If successful, the mortal regains a point of temporary Willpower.&lt;br /&gt;
|-&lt;br /&gt;
|Devils,Fiends||Sense The Hidden||1|| You are supernaturally adept at sensing mortals or demons who attempt to hide. The difficulties of all Perception rolls to detect hidden individuals %chwithin your line of sight%cn decreases by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Spark of Faith||3|| You can cause a mortal's Faith to flare up like a torch. You must be touching your target for this ability and make a Faith=&amp;lt;target's willpower&amp;gt; roll. If the roll is successful, you heal one health level of bashing damage per success. %crIf you possess this ability as high-Torment, roll Torment instead of Faith and -inflicts- a level of bashing damage per success.%cn&lt;br /&gt;
|-&lt;br /&gt;
|Devourers, Scourges||Aura of Vitality||4|| Living beings (plant or animal) within a number of yards equal to your Faith are infused with restorative energy. Individuals within this area heal any Bashing damage at a rate of 1 level per turn.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Chameleon Skin||1|| Your skin allows you to blend in with your surroundings. The difficulty of all Stealth rolls decrease by one if you are on the move; two if you are standing still.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Disperse||3|| You can dissolve your body into a mass of maggots, spiders, insects or other tiny creatures. Roll your Torment=6. If the roll is successful, the transformation is instantaneous and you retain control over this swarm. You can use this power to flow through tight openings or simply to terrify opponents. You may choose to attack opponents while in this form. (See Swarm rules pg 74 DStC) Successful attacks inflict Aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Frenzy||2|| You fly into a rage, hurling yourself at your foes again and again despite the pain of your wounds. You are immune to wound penalities during frenzy, but you must make a Willpower roll each turn with a difficulty equal to your Torment. If the roll fails, you must attack the closest person, friend or foe, with whatever weapon is at hand. A Willpower point may be spent to gain an automatic success on this roll&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Immune to Poison||3|| You are immune to damage or impairment from toxins, including alcohol and nicotine.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Natural Weaponry||3||Each time this ability is purchased, the player can choose from the following abilities: Claws/Teeth, Gaping Maw, Horns, Lashing Tail or Spines. Note that these natural weapons are low-Torment abilities. For one form point less, each natural weapon chosen can be a high-Torment ability. (Contact staff to purchase more than once).&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Nimble Hunter||3|| The difficulties of all Athletics rolls decrease by 2 and leaping distance doubles.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Primal Mind||3|| You can make contact with the small part of a mortal's mind that retains its ignorance, that remembers what it is to live only to survive like a beast. To use this ability, you must physically touch the target. Roll your Torment in a resisted roll against the mortal's Willpower (diff 6 on both rolls). If the demon wins, the human loses all Knowledge and most Skills (although such abilities as Stealth or Survival may remain at Storyteller's discretion) for one scene and generally acts on survival instinct -- fleeing from fire, attacking with tooth and claw if cornered, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers, Malefactors, Slayers||Relentless||1|| You can walk or run without need of rest, enabling yourself to cover superhuman distances without pause. As long as you stay in motion, you are unaffected by fatique or hunger.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Sun's Bounty||2|| By standing in direct sunlight for 1 full hour, you can heal all bashing damage suffered or 1 level of lethal or aggravated damage. This power can be used only once per day.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Thick Hide||2|| Your leather-like skin acts as armor, providing an additional 4 dice to soak bashing, lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Thorns||1|| Your shoulders, chest and arms are covered with needle-sharp, black thorns that inflict one level of aggravated damage to any attacker who successfully strikes or grapples you in unarmed combat.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Toxins||3|| Your claws and saliva are poisonous. Targets exposed to the venom (either by a successful claw or bite attack, through an open wound or via a kiss) are subject to a dice pool of lethal damaage equal to Your Torment. This damage can be soaked.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends, Malefactors, Slayers||Night Sight||2|| You can see clearly in utter darkness.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||style = &amp;quot;background: #FF6347&amp;quot;|Rend The Soul||3|| You lay a hand on a target and show &amp;lt;the target&amp;gt;, for one split second, how infinitesimally small &amp;lt;the target&amp;gt; is in the grand scheme of Creation. Roll your Torment=7. For each success, the target loses one temporary Willpower point. If their Willpower score is reduced to zero, the target can do nothing but sit and weep. Demons are unaffected by this power.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||style = &amp;quot;background: #FF6347&amp;quot;|Aura of Misfortune||3|| Any individuals caught within a distance in yards equal to the Your Torment score suffer a botch on any roll of 1 or 2 successes.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends, Scourges, Slayers||Cloak of Shadows||2|| You are shrouded in a pall of darkness, making your features difficult to see in the best light and rendering you nearly invisible at night. The difficulty of all Stealth rolls decreases by 2 whenever you stand in shadow or move in darkness. If you are attacked, rules for Blind Fighting apply to the attacker.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Eyes of Fate||4|| You know instictively whether a given being is important to your plans. You roll perception+awareness=6. If the roll is successful, you gain a general sense of whether or not a target is potentially important to the your current plans or goals. As a side effect and at storyteller discretion, the Eyes of Fate can often detect whether or not a mortal has an especially high Faith Potential. (use of this power with staff oversight)&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Sibilant Whispers||1|| The difficulties of all Subterfuge rolls decrease by two.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Uearthly Glamour||1||The difficulties of all Manipulation rolls decrease by two. Demons (and thralls gifted with the power) are able to resist the effects of these illusions thanks to their inherit powers.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||style = &amp;quot;background: #FF6347&amp;quot;|Chimerical Attack||3|| The swirling illusions that surround the demon attack opponents engaged in close combat with the fallen. These chimerical figures have the same initiative as the demon, and they attack a single opponent in close-combat range. Use your Torment as the dice pool for the attack, inflicting a base damage of four dice plus any extra successes on the attack roll. This damage is aggravated.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Dread Mien||1|| The difficulities of all Leadership and intimidation rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends, Scourges||Enhanced Dodge||1|| The difficulties of all Athletics rolls (when used for dodging only) decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Thunderous Voice|||| Your shout shatters glass and makes stone tremble. Individuals within a number of yards equal to the character's Assurance suffer 4 fice of bashing damage. This ability can be used only once per scene, and it requires an action to perform&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Tremor Sense||3|| You can sense the slightest tremors passing through the earth around you, allowing you to sense even the stealthiest movements. You automatically act first in combat, and you cannot be surprised unless a foe scores more successes on a Wits+stealth roll than Your Assurance or Torment (depending on if this is purchased as high power or low power)&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors, Slayers||Conjuration||2|| The character is capable of supernatural sleight of hand, seeming to conjure items out of thin air, only to make them vanish again with a flick of the wrist. You can draw an item from a pocket or conceal an item without detection on a successful Dexterity+Athletics roll.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors, Scourges, Slayers||Dead Reckoning||1||Your character is always aware of where she is in relation to known landmarks, no matter how far away those landmarks are. Unless you are affected by spatially distorting evocations such as Warp Path, you can never lose your sense of direction.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Iron Skin||3|| Your stone-like skin acts as armor, providing 4 additional dice to soak bashing,lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Irresistible Force||2|| The difficulty of any feat of strength performed by the character decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Multiple Eyes||2|| You gain four to six extra eyes that sprout from your head or neck. These extra organs give you 360-degree vision and reduces the difficulty of all perception rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Quills||1|| Your shoulders and upper arms are covered with a ruff of sharp quills that pose a hazard to foes in close combat. An attacker who hits a demon in close combat suffers one health level of lethal damage unless the player makes a successful Dexterity=7 roll.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Supernatural Vision||1|| You can see five times as far as a normal human can, allowing you to see objects at 50 yards as clearly as if they were 10 yards away as lon gas even a weak source of light (such as moonlight) is present. This effect also reduces the difficulty of all visual-based Perception rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Perfect Balance||1|| The difficulties of all Athletics rolls involving leaping and tumbling are decreased by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Caustic Bile||2|| You are capable of vomiting a stream of corrosive bile at your foes within a number of -feet- equal to your Assurance/Faith score. A successful Dexterity+athletics roll is needed to hit a target. The bile inflicts Strenght-1 Aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Enhanced Survival||1|| The difficulty of all survival rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Immune to Bashing Damage||4|| You suffer no damage at all from any attack that would normally inflict bashing damage.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Master Artisan||1|| The difficulties of all Crafts rolls decrease by 2. (includes sub-crafting skills such as jeweler, painting, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Malefactor||Magnetic Field||2||The demon is surrounded by a magnetic fielf that is intense enough to disrupt electronic devices within a radius in yard equal to the demona's Faith&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Viscous Flesh||2|| The diseased flesh of the character sloughs away when it is pinned or trapped, leaving a would-be assailant covered in rotting flesh. The difficulty of grappling the demon increases by two, and the charcter can escape from bonds such as ropes or handcuffs with a successful Dexterity roll.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||style = &amp;quot;background: #FF6347&amp;quot;|Aura of Entropy||2|| Plants wilt in your presence, and living beaings are suffused with an icy chill that saps their strength. Mortals and other demons witihn a number of yards equal to your Faith loose one die from their dice pools unless a successful Stamina roll (diff 6) is made. The effects of this capability presist for the duration of the scene.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Ghost Sight||2|| The angel can see the spirits of the dead that linger in the mortal realm, whether the ghosts wish to reveal themselves or not, with a successful Perception roll (diff 6).&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Howl of the Damned||1||The voices of the dead echo in the demon’s words. The difficulties of all Intimidation rolls decrease by two.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||style = &amp;quot;background: #FF6347&amp;quot;|Aura of Dread||2|| You are surrounded by an aura of fear that saps the will of your foes. Targets within a number of yards equal to the character's Faith lose their normal initiative unless a successful Willpower roll is made against the difficulty equal to your Torment. Affected individuals act last within a given turn. The Willpower roll is made every turn in which a person or another demon is in the character's apocalyptic presence. Normal initiative resumes for a victim as soon as successful Willpower roll is made.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Immune to Falling Damage||2|| You can fall any distance and land safely on your feet.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Improved Physical Capabilities||3|| You gain the following bonus traits: +1 strength, +1 Dexterity, +1 Stamina.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Miasma||3|| Your break reeks of gangrenous rot that can have a debilitating effect on your foes in close quarters. The demon can affect victims up to a distance in feet equal to your Faith  score. Mortal and demons caught in the path of your exhalations forfeit their action for the turn unless a successful Stamina roll is made (Diff 7). If the Stamina roll botches, the victim is also infected by a virus or disease at the Storyteller's discretion.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Mist||4|| You can summon up a concealing cloud of mist. Doing so requires a Faith or Torment roll (depending on whether the power is chosen as s high-torment capability) at difficulty 6; each success obscures a 100 square foot area. The mist lasts for one scene is conditions are good - a strong wing will blow the mist away in a few turns. High Torment applications of this power summon choking smoke instead.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Death Grip||4|| You cling to life past the point of human endurance. If your host body suffers eight levels of lethal or aggravated damage, you an still hold onto life with a successful Willpower(Resolve) roll. If successful, the You fall into a coma until the following dawn, at which point you rise with one health level and one less temporary Faith. If you have no Faith remaining when you enter the coma, you loose a permanent Willpower(Resolve) point instead.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||style = &amp;quot;background: #FF6347&amp;quot;|Reaper's Breath||3 ||You can exhale a chilling breath that affects victims up to a distance in feet equal to your Torment score. Mortals and demons caught in the path of your exhalation suffer a number of health levels of bashing damage equal to your Faith. This ability can be used only once per scene, and it has no effect on creatures that do not breathe.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Hypnotic Vision||3|| The aura of light and shadow surrounding you distracts and disquiets the mind of your foe. An attacker's must make a Wits roll using your Assurance or Torment (depending if this is purchased as low or high torment). If the roll fails, the attacker may not act until the end of the turn. Demons (and thralls gifted with the power are able to resist the effects of these illusions thanks to their inherent powers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Demon Specific Merits ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Angelic Aura&lt;br /&gt;
|1 &lt;br /&gt;
|Demon Only&lt;br /&gt;
|Your character exudes the nobility and grace of a Celestial even in her unaltered mortal state. Despite her physical appearance, she radiates an aura of wisdom, confidence and transcendent authority that belies her mortal condition, even as her Torment begins to weigh heavily on her soul. The difficulty of all Charisma and Appearance rolls decreases by one when your character interacts with mortals&lt;br /&gt;
|-&lt;br /&gt;
|Angelic Gaze&lt;br /&gt;
|1 &lt;br /&gt;
|Demon Only&lt;br /&gt;
|The eyes are the windows to the soul, and the act of possession has altered the eyes of your character’s mortal host to reflect his celestial nature. A Devil’s eyes might be the color of the golden sun or the sullen red of banked embers; a Devourer’s eyes might be the lantern yellow of a wolf or lion. The difficulty of all Leadership, Intimidation or Empathy rolls decreases by one.&lt;br /&gt;
|-&lt;br /&gt;
|Debt of Gratitude&lt;br /&gt;
|1-3&lt;br /&gt;
|Demon Only&lt;br /&gt;
|Another demon owes your character a debt of gratitude because of something either he or his liege did for her during the war. The depth of gratitude the demon owes depends on how many points you wish to spend. One point might mean that the demon owes your character a favor; three points might mean that she owes your character her life&lt;br /&gt;
|-&lt;br /&gt;
|Atavistic Form&lt;br /&gt;
|2&lt;br /&gt;
|Demon Only&lt;br /&gt;
|Upon their return to the mortal world, the fallen have discovered that many of their past exploits have lived on in human legend. Although time and the interpretations of human minds distort these legends, demons are nevertheless able to tap into these atavistic memories through the appearance of their apocalyptic form. Your character’s revelatory form is an iconic image in human myth, be it a visage of a dragon, a fire giant or a winsome siren. The difficulty of all Social rolls decreases by one when interacting with mortals when the demon is in apocalyptic form. Additionally, the difficulty to resist the effects of Revelation increases by one.&lt;br /&gt;
|-&lt;br /&gt;
|Dreams of the Past&lt;br /&gt;
|2&lt;br /&gt;
|Demon Only&lt;br /&gt;
|When dreaming, your character is able to recall especially vivid memories of the Age of Wrath, dredging the recollections from deep in her host body’s subconscious. Your character has no conscious control over what memories she revisits while she is asleep, but many pertain specifically to the situations and challenges that your character is dealing with at the moment. The Storyteller can use this Merit to impart useful information to your character that she might not otherwise know. Additionally, if your character has the Legacy Background, this Merit reduces the difficulty of all Legacy rolls by one.&lt;br /&gt;
|-&lt;br /&gt;
|Famous Liege&lt;br /&gt;
|2&lt;br /&gt;
|Demon Only&lt;br /&gt;
|Your character is the vassal of a legendary lord of the infernal host, which grants your character an aura of authority and influence beyond her own accomplishments. Most low-ranking demons will be eager to curry your character’s favor, hoping to be remembered later when her dark lord has returned in triumph. Upon learning your character’s identity, most low-ranking demons will treat you with a certain degree of deference and respect, giving you the benefit of the doubt in most questionable situations. Note that this Merit is separate and in addition to the Eminence Background, which reflects your character’s personal rank and influence. The character who possesses both is able to open doors and gain respect in any growing demonic court by virtue of their identity. The Storyteller is the final arbiter as to how much influence and respect your character can command based on the needs of her chronicle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Demon_Chargen&amp;diff=4702</id>
		<title>Demon Chargen</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Demon_Chargen&amp;diff=4702"/>
		<updated>2026-01-08T13:43:10Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Visage Abilities =&lt;br /&gt;
You may buy low-torment powers for your high-torment form, but not vice versa.&amp;lt;br&amp;gt;&lt;br /&gt;
You receive 16 points to spend on high and low torment powers.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not have more than 4 powers in each category.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers highlighted in red at HIGH Torment only powers.&amp;lt;BR&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==='''Common Visage Powers'''===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;;&lt;br /&gt;
|-&lt;br /&gt;
|+ Common Powers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Definition&lt;br /&gt;
|-&lt;br /&gt;
|Armor||4|| Your character has either stony hide or thick,leathery skin and is extremely hard to hurt. Add 4 dice to the demon's soak pool to resist bashing, leather and aggravated types of damage.&lt;br /&gt;
|-&lt;br /&gt;
|Casts No Reflections||2|| The demon's image does not appear in mirrors nor can it be captured by cameras or on video.&lt;br /&gt;
|-&lt;br /&gt;
|Claws/Teeth|| 1||The character manifests claws and fangs that inflict Strength +2 aggrivated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Damage Resistance||3|| You are capable of shrugging off damage that would cripple a normal human. You may ignore wound penalities for the duration of the scene. Penalties for injuries incurred while in apocalyptic form apply again once human form is resumed.&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Ability||3|| The difficulty on rolls involving any on -Ability- drop by two while the character is in &amp;quot;Angelic&amp;quot; or &amp;quot;Apocalyptic&amp;quot; form. Your ability is: (If it isn't listed here contact MB)&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Senses||3|| Your five senses are heightened to superhuman levels, reducing the difficulty of Perception rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Mental Acuity||4|| You receive a mere taste of the clarity of thought you once knew. The character adds 4 dice to Mental Attributes in any combination at the player's discretion. Allotment must be determined at purchase and can not be changed. If you do not have a custom form in +shift set up for this, contact Staff.&lt;br /&gt;
|-&lt;br /&gt;
|Enchanced Social Traits||4|| The character gains 4 dots to add to Social Attributes in any combination determined at chargen. May not be changed. This is handled by a custom +shift form. Contact staff if you do not have one.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Actions||3|| Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of descending initiative. If you roll an initiative of 7, you take your normal action on 7 and your extra action at 6. Player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Health Levels||3|| The character's vitality provides 3 extra -Bruised- health levels for purposes of absorbing bashing, lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Extra Limbs||3|| You grow a second set of arms or a prehensil tail, at the player's discretion. Extra arms allow a character either to parry or block hand-to-hand or melee attacks without sacrificing your own attack, or to make up to two additional attacks of your own per turn using your full dice pool. A prehensil tail is half of the character's height, uses only half of the character's strength (rounded down) to life objects and allows the character to hang suspended.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Gaping Maw||2|| You can chew and digest anything you can get your teeth on. Metal, stone anf flesh can all be ground up and digested with ease. The difficulties of bite attacks decrease by 2, and the maw inflicts Str+4 aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Horns||1|| You have a pair of curved rams or bull's horns protruding from your forehead. It attacked in close combat, you make make a free counterattack. Roll Dexterity+Brawl, if successful, you inflict aggravated damage equal to Str-1.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Attribute||3|| One of the demon's attributes increases by 2 in Revelatory form. See staff to acquire a custom +shift form to handle this.&lt;br /&gt;
|-&lt;br /&gt;
|Improve Initiative||1|| Add 2 to the your initiative scores.&lt;br /&gt;
|-&lt;br /&gt;
|Increased Size||3|| Your body grows to a third again its own height, adding the following bonus traits: +2 Strength, +1 Stamina, and 1 extra Bruised level for the purpose of soaking Bashing, Lethal and Aggravated Damage. Difficulties to strike the character in ranged or melee combat drop by one.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Lashing Tail||1|| You manifest a long, reptilian tail tipped with a curved, bony spike that inflicts Str-1 Aggravated Damage.&lt;br /&gt;
|-&lt;br /&gt;
|Pass Without Trace||2|| The difficulty of your Stealth rolls decrease by 2 and your passage does not disturb the surrounding environment in any way. You leave no footprints and disturb no foliage.&lt;br /&gt;
|-&lt;br /&gt;
|Regeneration||4|| You Regenerate 1 health level of Bashing OR Lethal damage per turn automatically as a reflexive action.&lt;br /&gt;
|-&lt;br /&gt;
|Wings||3|| The character possesses a pair of raven wings that are a third again as tall as the character when completely unfurled. Wings allows the character to -glide- up to three times its running speed, but can not launch into flight or sustain flight without appropriate lores.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==='''House Specific Powers'''===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ House Specific Powers&lt;br /&gt;
|-&lt;br /&gt;
! House !! Name !! Cost !! Definition&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Inhuman Allure||2|| The character's voice and features are refined to inhuman perfection, adding the following bonus traits: +2 Charisma, +1 Manipulation, +1 Appearance.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Voice of the Damned||1|| The Demon's voice booms with the authority of God. The difficulties of all Intimidation rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Radiant Aura||1|| The character's body is wreathed in a corona of shifting, multicolored hues that distract and confuse their foes. The difficulty of all ranged attacks against the character increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|The Host||2|| Fanged mouths appear on the demon's body. The character inflicts Strength +3 aggrivated damage per turn with a successful grapple. When they are not otherwise occupied the mouths whisper blasphemies in any language the character knows.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Touch of Death||3|| The demon must be able to touch his intented target to use this ability. This ability, when choosen as high torment, traps the hapless victim in their body while the demon inflicts whatever damage it wishes upon the victim. The target can escape by spending a willpower point but then must beat the demon in Dexterity+Brawl diff 7 to get away. Otherwise the power takes control again. Has no effect on demons or supernatural beings already dead.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Lordly Mien||2|| The character's aura of divine authority reduces the difficulty of Manipulation and Charisma rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|Scales||3|| The character is covered with dark lustrous scales that provide 4 dice of armor protection against bashing, lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Malefactors||Alter Size||3|| You can alter your physical size in order to slip through narrow gaps or crawl into impossibly small spaces. You can reduce your size to as little as a third of its original volume. The difficulties of attacks directed against the miniature demon increased by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Distortion||3||Your form shifts and shimmers as if the viewer were looking at you through water. The difficulties of all ranged attacks against you increase by 2, while close-combat attacks increase by 1. Other demons can resist these effect as they can other illusions with a Perception+Alertness=&amp;lt;the opposing demon's faith or torment, whichever is higher&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Enhanced Empathy||1|| The difficulties for all Empathy rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Fiends, Scourges||Enhanced Intuition||1|| The difficulties for all Intuition rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Malefactors||style = &amp;quot;background: #FF6347&amp;quot;|Ichor||2||A foul black ichor covers your body, making you difficult to grab or restrain. Difficulties of any grapple attempts directed at you increase by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Immune to Electricity||2|| You suffer no damage from any kind of electricity-based attacks.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Improved Dexterity||2|| Add 2 to your Dexterity. Handled via a custom +shift form. See staff if you do not have one.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Ink Cloud||1|| You can expel a cloud of indigo ink that hangs in the air and blinds your foes. Individuals within a number of feet equal to your Faith score are blinded for a number of turns equal to your Torment, unless a successful Stamina roll is made. The cloud of ink lingers for a number of turns equal to the your Torment. Victims are subject to Blind Fighting rules. (see +news blind fighting)&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Lyrical Voice||1|| The difficulties of all Leadership or Subterfuge rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Sea's Beauty||3|| Your physical appearance, poise and grace leave humans in stupefied awe. You gain the following bonus traits: +2 Charisma, +1 Manipulation, +2 Appearance. Handled via a custom +shift form. Contact staff if you do not have one.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||style = &amp;quot;background: #FF6347&amp;quot;|Shark Hide||3|| Your shark-like skin acts as armor, providing 4 additional dice to soak Bashing, Lethal and Aggravated Damage.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Shocking Touch||2|| Your touch inflicts a number of bashing levels of damage equal to your Faith score. This special ability may be used one -once- per scene.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Malefactors||Spines||3|| A long ruff of spines runs down your back and along the backs of your arms. You inflict an additional health level of Aggravated damage with every successful attack in unarmed combat.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||style = &amp;quot;background: #FF6347&amp;quot;|Venom||3|| Your saliva contains an intoxicating venom that affects a victim's will. If the victim is exposed to your saliva (through a successful bite attack, through an already open wound or via a kiss), they loose a number of Willpower points equal to -Your- Torment unless a successful Stamina=7 roll is made. If the victim looses all their Willpower in this fashion, they fall into a deathlike coma. The effects of the venom last for a number of days equal to your Torment.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Weather Sense||1|| You can always intuitively sense changes in the weather up to a distance of 10 miles times your Faith score.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Beckon||2|| You're so beautiful that those who lay eye on you cannot help but follow, entranced by your preternatural charisma. Any mortal who fails a Revelation Check (Perception+awareness=10-total number of Faith points spent during the scene) must follow You as best as they can, keeping you in sight at all times. The mortal snaps out of his reverie if he is attacked or simply shaken. You may choose to turn this effect off at will&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|Corrosive Spit||2|| Your spit burns like acid. A bite inflicts an additional health level of Aggravated damage, or you can spit at a target up to 10 feet away with a successful Dexterity roll. The spittal inflicts 1 die of aggravated damage plus any extra successes rolled. Targets such as mortal that do not deal in aggravated damage suffer lethal damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Devils, Slayers||Dread Gaze||4|| Individuals (mortal and demon) who meet the demon's gaze and who fail a Willpower=7 roll must forfeit their actions for the turn.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|Fiery Blood||4|| Your blood burns like magma. Inflammable objects that touch more than a few drops burst into flame, and opponents in close combat suffer 1 level of Lethal damage each time they successfully inflict damage on you.&lt;br /&gt;
|-&lt;br /&gt;
|Devils, Malefactors||Immunity to Fire||3|| You take no damage for fire or heat of any kind.&lt;br /&gt;
|-&lt;br /&gt;
|Devils, Slayers||Increased Awareness||2|| You are especially attuned to the fabric of reality, reducing the difficulty of all |Awareness rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Affirm||3|| By making eye contact with a moral, you can reaffirm that mortal's place in God's plan. You roll Faith=6. If successful, the mortal regains a point of temporary Willpower.&lt;br /&gt;
|-&lt;br /&gt;
|Devils,Fiends||Sense The Hidden||1|| You are supernaturally adept at sensing mortals or demons who attempt to hide. The difficulties of all Perception rolls to detect hidden individuals %chwithin your line of sight%cn decreases by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Spark of Faith||3|| You can cause a mortal's Faith to flare up like a torch. You must be touching your target for this ability and make a Faith=&amp;lt;target's willpower&amp;gt; roll. If the roll is successful, you heal one health level of bashing damage per success. %crIf you possess this ability as high-Torment, roll Torment instead of Faith and -inflicts- a level of bashing damage per success.%cn&lt;br /&gt;
|-&lt;br /&gt;
|Devourers, Scourges||Aura of Vitality||4|| Living beings (plant or animal) within a number of yards equal to your Faith are infused with restorative energy. Individuals within this area heal any Bashing damage at a rate of 1 level per turn.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Chameleon Skin||1|| Your skin allows you to blend in with your surroundings. The difficulty of all Stealth rolls decrease by one if you are on the move; two if you are standing still.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Disperse||3|| You can dissolve your body into a mass of maggots, spiders, insects or other tiny creatures. Roll your Torment=6. If the roll is successful, the transformation is instantaneous and you retain control over this swarm. You can use this power to flow through tight openings or simply to terrify opponents. You may choose to attack opponents while in this form. (See Swarm rules pg 74 DStC) Successful attacks inflict Aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Frenzy||2|| You fly into a rage, hurling yourself at your foes again and again despite the pain of your wounds. You are immune to wound penalities during frenzy, but you must make a Willpower roll each turn with a difficulty equal to your Torment. If the roll fails, you must attack the closest person, friend or foe, with whatever weapon is at hand. A Willpower point may be spent to gain an automatic success on this roll&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Immune to Poison||3|| You are immune to damage or impairment from toxins, including alcohol and nicotine.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Natural Weaponry||3||Each time this ability is purchased, the player can choose from the following abilities: Claws/Teeth, Gaping Maw, Horns, Lashing Tail or Spines. Note that these natural weapons are low-Torment abilities. For one form point less, each natural weapon chosen can be a high-Torment ability. (Contact staff to purchase more than once).&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Nimble Hunter||3|| The difficulties of all Athletics rolls decrease by 2 and leaping distance doubles.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Primal Mind||3|| You can make contact with the small part of a mortal's mind that retains its ignorance, that remembers what it is to live only to survive like a beast. To use this ability, you must physically touch the target. Roll your Torment in a resisted roll against the mortal's Willpower (diff 6 on both rolls). If the demon wins, the human loses all Knowledge and most Skills (although such abilities as Stealth or Survival may remain at Storyteller's discretion) for one scene and generally acts on survival instinct -- fleeing from fire, attacking with tooth and claw if cornered, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers, Malefactors, Slayers||Relentless||1|| You can walk or run without need of rest, enabling yourself to cover superhuman distances without pause. As long as you stay in motion, you are unaffected by fatique or hunger.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Sun's Bounty||2|| By standing in direct sunlight for 1 full hour, you can heal all bashing damage suffered or 1 level of lethal or aggravated damage. This power can be used only once per day.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Thick Hide||2|| Your leather-like skin acts as armor, providing an additional 4 dice to soak bashing, lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Thorns||1|| Your shoulders, chest and arms are covered with needle-sharp, black thorns that inflict one level of aggravated damage to any attacker who successfully strikes or grapples you in unarmed combat.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Toxins||3|| Your claws and saliva are poisonous. Targets exposed to the venom (either by a successful claw or bite attack, through an open wound or via a kiss) are subject to a dice pool of lethal damaage equal to Your Torment. This damage can be soaked.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends, Malefactors, Slayers||Night Sight||2|| You can see clearly in utter darkness.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||style = &amp;quot;background: #FF6347&amp;quot;|Rend The Soul||3|| You lay a hand on a target and show &amp;lt;the target&amp;gt;, for one split second, how infinitesimally small &amp;lt;the target&amp;gt; is in the grand scheme of Creation. Roll your Torment=7. For each success, the target loses one temporary Willpower point. If their Willpower score is reduced to zero, the target can do nothing but sit and weep. Demons are unaffected by this power.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||style = &amp;quot;background: #FF6347&amp;quot;|Aura of Misfortune||3|| Any individuals caught within a distance in yards equal to the Your Torment score suffer a botch on any roll of 1 or 2 successes.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends, Scourges, Slayers||Cloak of Shadows||2|| You are shrouded in a pall of darkness, making your features difficult to see in the best light and rendering you nearly invisible at night. The difficulty of all Stealth rolls decreases by 2 whenever you stand in shadow or move in darkness. If you are attacked, rules for Blind Fighting apply to the attacker.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Eyes of Fate||4|| You know instictively whether a given being is important to your plans. You roll perception+awareness=6. If the roll is successful, you gain a general sense of whether or not a target is potentially important to the your current plans or goals. As a side effect and at storyteller discretion, the Eyes of Fate can often detect whether or not a mortal has an especially high Faith Potential. (use of this power with staff oversight)&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Sibilant Whispers||1|| The difficulties of all Subterfuge rolls decrease by two.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Uearthly Glamour||1||The difficulties of all Manipulation rolls decrease by two. Demons (and thralls gifted with the power) are able to resist the effects of these illusions thanks to their inherit powers.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||style = &amp;quot;background: #FF6347&amp;quot;|Chimerical Attack||3|| The swirling illusions that surround the demon attack opponents engaged in close combat with the fallen. These chimerical figures have the same initiative as the demon, and they attack a single opponent in close-combat range. Use your Torment as the dice pool for the attack, inflicting a base damage of four dice plus any extra successes on the attack roll. This damage is aggravated.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Dread Mien||1|| The difficulities of all Leadership and intimidation rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends, Scourges||Enhanced Dodge||1|| The difficulties of all Athletics rolls (when used for dodging only) decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Thunderous Voice|||| Your shout shatters glass and makes stone tremble. Individuals within a number of yards equal to the character's Assurance suffer 4 fice of bashing damage. This ability can be used only once per scene, and it requires an action to perform&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Tremor Sense||3|| You can sense the slightest tremors passing through the earth around you, allowing you to sense even the stealthiest movements. You automatically act first in combat, and you cannot be surprised unless a foe scores more successes on a Wits+stealth roll than Your Assurance or Torment (depending on if this is purchased as high power or low power)&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors, Slayers||Conjuration||2|| The character is capable of supernatural sleight of hand, seeming to conjure items out of thin air, only to make them vanish again with a flick of the wrist. You can draw an item from a pocket or conceal an item without detection on a successful Dexterity+Athletics roll.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors, Scourges, Slayers||Dead Reckoning||1||Your character is always aware of where she is in relation to known landmarks, no matter how far away those landmarks are. Unless you are affected by spatially distorting evocations such as Warp Path, you can never lose your sense of direction.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Iron Skin||3|| Your stone-like skin acts as armor, providing 4 additional dice to soak bashing,lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Irresistible Force||2|| The difficulty of any feat of strength performed by the character decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Multiple Eyes||2|| You gain four to six extra eyes that sprout from your head or neck. These extra organs give you 360-degree vision and reduces the difficulty of all perception rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Quills||1|| Your shoulders and upper arms are covered with a ruff of sharp quills that pose a hazard to foes in close combat. An attacker who hits a demon in close combat suffers one health level of lethal damage unless the player makes a successful Dexterity=7 roll.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Supernatural Vision||1|| You can see five times as far as a normal human can, allowing you to see objects at 50 yards as clearly as if they were 10 yards away as lon gas even a weak source of light (such as moonlight) is present. This effect also reduces the difficulty of all visual-based Perception rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Perfect Balance||1|| The difficulties of all Athletics rolls involving leaping and tumbling are decreased by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Caustic Bile||2|| You are capable of vomiting a stream of corrosive bile at your foes within a number of -feet- equal to your Assurance/Faith score. A successful Dexterity+athletics roll is needed to hit a target. The bile inflicts Strenght-1 Aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Enhanced Survival||1|| The difficulty of all survival rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Immune to Bashing Damage||4|| You suffer no damage at all from any attack that would normally inflict bashing damage.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Master Artisan||1|| The difficulties of all Crafts rolls decrease by 2. (includes sub-crafting skills such as jeweler, painting, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Malefactor||Magnetic Field||2||The demon is surrounded by a magnetic fielf that is intense enough to disrupt electronic devices within a radius in yard equal to the demona's Faith&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Viscous Flesh||2|| The diseased flesh of the character sloughs away when it is pinned or trapped, leaving a would-be assailant covered in rotting flesh. The difficulty of grappling the demon increases by two, and the charcter can escape from bonds such as ropes or handcuffs with a successful Dexterity roll.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||style = &amp;quot;background: #FF6347&amp;quot;|Aura of Entropy||2|| Plants wilt in your presence, and living beaings are suffused with an icy chill that saps their strength. Mortals and other demons witihn a number of yards equal to your Faith loose one die from their dice pools unless a successful Stamina roll (diff 6) is made. The effects of this capability presist for the duration of the scene.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Ghost Sight||2|| The angel can see the spirits of the dead that linger in the mortal realm, whether the ghosts wish to reveal themselves or not, with a successful Perception roll (diff 6).&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Howl of the Damned||1||The voices of the dead echo in the demon’s words. The difficulties of all Intimidation rolls decrease by two.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||style = &amp;quot;background: #FF6347&amp;quot;|Aura of Dread||2|| You are surrounded by an aura of fear that saps the will of your foes. Targets within a number of yards equal to the character's Faith lose their normal initiative unless a successful Willpower roll is made against the difficulty equal to your Torment. Affected individuals act last within a given turn. The Willpower roll is made every turn in which a person or another demon is in the character's apocalyptic presence. Normal initiative resumes for a victim as soon as successful Willpower roll is made.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Immune to Falling Damage||2|| You can fall any distance and land safely on your feet.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Improved Physical Capabilities||3|| You gain the following bonus traits: +1 strength, +1 Dexterity, +1 Stamina.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Miasma||3|| Your break reeks of gangrenous rot that can have a debilitating effect on your foes in close quarters. The demon can affect victims up to a distance in feet equal to your Faith  score. Mortal and demons caught in the path of your exhalations forfeit their action for the turn unless a successful Stamina roll is made (Diff 7). If the Stamina roll botches, the victim is also infected by a virus or disease at the Storyteller's discretion.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Mist||4|| You can summon up a concealing cloud of mist. Doing so requires a Faith or Torment roll (depending on whether the power is chosen as s high-torment capability) at difficulty 6; each success obscures a 100 square foot area. The mist lasts for one scene is conditions are good - a strong wing will blow the mist away in a few turns. High Torment applications of this power summon choking smoke instead.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Death Grip||4|| You cling to life past the point of human endurance. If your host body suffers eight levels of lethal or aggravated damage, you an still hold onto life with a successful Willpower(Resolve) roll. If successful, the You fall into a coma until the following dawn, at which point you rise with one health level and one less temporary Faith. If you have no Faith remaining when you enter the coma, you loose a permanent Willpower(Resolve) point instead.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||style = &amp;quot;background: #FF6347&amp;quot;|Reaper's Breath||3 ||You can exhale a chilling breath that affects victims up to a distance in feet equal to your Torment score. Mortals and demons caught in the path of your exhalation suffer a number of health levels of bashing damage equal to your Faith. This ability can be used only once per scene, and it has no effect on creatures that do not breathe.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Hypnotic Vision||3|| The aura of light and shadow surrounding you distracts and disquiets the mind of your foe. An attacker's must make a Wits roll using your Assurance or Torment (depending if this is purchased as low or high torment). If the roll fails, the attacker may not act until the end of the turn. Demons (and thralls gifted with the power are able to resist the effects of these illusions thanks to their inherent powers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Demon Specific Merits ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Angelic Aura&lt;br /&gt;
|1 &lt;br /&gt;
|Demon Only&lt;br /&gt;
|Your character exudes the nobility and grace of a Celestial even in her unaltered mortal state. Despite her physical appearance, she radiates an aura of wisdom, confidence and transcendent authority that belies her mortal condition, even as her Torment begins to weigh heavily on her soul. The difficulty of all Charisma and Appearance rolls decreases by one when your character interacts with mortals&lt;br /&gt;
|-&lt;br /&gt;
|Angelic Gaze&lt;br /&gt;
|1 &lt;br /&gt;
|Demon Only&lt;br /&gt;
|The eyes are the windows to the soul, and the act of possession has altered the eyes of your character’s mortal host to reflect his celestial nature. A Devil’s eyes might be the color of the golden sun or the sullen red of banked embers; a Devourer’s eyes might be the lantern yellow of a wolf or lion. The difficulty of all Leadership, Intimidation or Empathy rolls decreases by one.&lt;br /&gt;
|-&lt;br /&gt;
|Debt of Gratitude&lt;br /&gt;
|1-3&lt;br /&gt;
|Demon Only&lt;br /&gt;
|Another demon owes your character a debt of gratitude because of something either he or his liege did for her during the war. The depth of gratitude the demon owes depends on how many points you wish to spend. One point might mean that the demon owes your character a favor; three points might mean that she owes your character her life&lt;br /&gt;
|-&lt;br /&gt;
|Atavistic Form&lt;br /&gt;
|2&lt;br /&gt;
|Demon Only&lt;br /&gt;
|Upon their return to the mortal world, the fallen have discovered that many of their past exploits have lived on in human legend. Although time and the interpretations of human minds distort these legends, demons are nevertheless able to tap into these atavistic memories through the appearance of their apocalyptic form. Your character’s revelatory form is an iconic image in human myth, be it a visage of a dragon, a fire giant or a winsome siren. The difficulty of all Social rolls decreases by one when interacting with mortals when the demon is in apocalyptic form. Additionally, the difficulty to resist the effects of Revelation increases by one.&lt;br /&gt;
|-&lt;br /&gt;
|Dreams of the Past&lt;br /&gt;
|2&lt;br /&gt;
|Demon Only&lt;br /&gt;
|When dreaming, your character is able to recall especially vivid memories of the Age of Wrath, dredging the recollections from deep in her host body’s subconscious. Your character has no conscious control over what memories she revisits while she is asleep, but many pertain specifically to the situations and challenges that your character is dealing with at the moment. The Storyteller can use this Merit to impart useful information to your character that she might not otherwise know. Additionally, if your character has the Legacy Background, this Merit reduces the difficulty of all Legacy rolls by one.&lt;br /&gt;
|-&lt;br /&gt;
|Famous Liege&lt;br /&gt;
|2&lt;br /&gt;
|Demon Only&lt;br /&gt;
|Your character is the vassal of a legendary lord of the infernal host, which grants your character an aura of authority and influence beyond her own accomplishments. Most low-ranking demons will be eager to curry your character’s favor, hoping to be remembered later when her dark lord has returned in triumph. Upon learning your character’s identity, most low-ranking demons will treat you with a certain degree of deference and respect, giving you the benefit of the doubt in most questionable situations. Note that this Merit is separate and in addition to the Eminence Background, which reflects your character’s personal rank and influence. The character who possesses both is able to open doors and gain respect in any growing demonic court by virtue of their identity. The Storyteller is the final arbiter as to how much influence and respect your character can command based on the needs of her chronicle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Demon&amp;diff=4701</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Demon&amp;diff=4701"/>
		<updated>2026-01-08T13:41:17Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other help:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Demon Chargen|Demon Character Generation]]||[[Demon General Help]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
== Roster ==&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 150px&amp;quot; |'''''[[:Category:Defiler|Defiler]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Demon&lt;br /&gt;
  category=Defiler&lt;br /&gt;
  category=Active PCs&lt;br /&gt;
  noresultsheader=''None''&lt;br /&gt;
  ordermethod=sortkey&lt;br /&gt;
  order=ascending&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 150px&amp;quot; |'''''[[:Category:Devil|Devil]]'''&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Demon&lt;br /&gt;
  category=Devil&lt;br /&gt;
  category=Active PCs&lt;br /&gt;
  noresultsheader=''None''&lt;br /&gt;
  ordermethod=sortkey&lt;br /&gt;
  order=ascending&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 150px&amp;quot; |'''''[[:Category:Devourer|Devourer]]'''&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Demon&lt;br /&gt;
  category=Devourer&lt;br /&gt;
  category=Active PCs&lt;br /&gt;
  noresultsheader=''None''&lt;br /&gt;
  ordermethod=sortkey&lt;br /&gt;
  order=ascending&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 150px&amp;quot; |'''''[[:Category:Fiend|Fiend]]'''&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Demon&lt;br /&gt;
  category=Fiend&lt;br /&gt;
  category=Active PCs&lt;br /&gt;
  noresultsheader=''None''&lt;br /&gt;
  ordermethod=sortkey&lt;br /&gt;
  order=ascending&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 150px&amp;quot; |'''''[[:Category:Malefactor|Malefactor]]'''&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Demon&lt;br /&gt;
  category=Malefactor&lt;br /&gt;
  category=Active PCs&lt;br /&gt;
  noresultsheader=''None''&lt;br /&gt;
  ordermethod=sortkey&lt;br /&gt;
  order=ascending&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 150px&amp;quot; |'''''[[:Category:Scourge|Scourge]]'''&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Demon&lt;br /&gt;
  category=Scourge&lt;br /&gt;
  category=Active PCs&lt;br /&gt;
  noresultsheader=''None''&lt;br /&gt;
  ordermethod=sortkey&lt;br /&gt;
  order=ascending&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; width: 150px&amp;quot; |'''''[[:Category:Slayer|Slayer]]'''&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
  category=Demon&lt;br /&gt;
  category=Slayer&lt;br /&gt;
  category=Active PCs&lt;br /&gt;
  noresultsheader=''None''&lt;br /&gt;
  ordermethod=sortkey&lt;br /&gt;
  order=ascending&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Demon_Chargen&amp;diff=4700</id>
		<title>Demon Chargen</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Demon_Chargen&amp;diff=4700"/>
		<updated>2026-01-08T13:40:19Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Visage Abilities =&lt;br /&gt;
You may buy low-torment powers for your high-torment form, but not vice versa.&amp;lt;br&amp;gt;&lt;br /&gt;
You receive 16 points to spend on high and low torment powers.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not have more than 4 powers in each category.&amp;lt;br&amp;gt;&lt;br /&gt;
Powers highlighted in red at HIGH Torment only powers.&amp;lt;BR&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==='''Common Visage Powers'''===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;;&lt;br /&gt;
|-&lt;br /&gt;
|+ Common Powers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Definition&lt;br /&gt;
|-&lt;br /&gt;
|Armor||4|| Your character has either stony hide or thick,leathery skin and is extremely hard to hurt. Add 4 dice to the demon's soak pool to resist bashing, leather and aggravated types of damage.&lt;br /&gt;
|-&lt;br /&gt;
|Casts No Reflections||2|| The demon's image does not appear in mirrors nor can it be captured by cameras or on video.&lt;br /&gt;
|-&lt;br /&gt;
|Claws/Teeth|| 1||The character manifests claws and fangs that inflict Strength +2 aggrivated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Damage Resistance||3|| You are capable of shrugging off damage that would cripple a normal human. You may ignore wound penalities for the duration of the scene. Penalties for injuries incurred while in apocalyptic form apply again once human form is resumed.&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Ability||3|| The difficulty on rolls involving any on -Ability- drop by two while the character is in &amp;quot;Angelic&amp;quot; or &amp;quot;Apocalyptic&amp;quot; form. Your ability is: (If it isn't listed here contact MB)&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Senses||3|| Your five senses are heightened to superhuman levels, reducing the difficulty of Perception rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Mental Acuity||4|| You receive a mere taste of the clarity of thought you once knew. The character adds 4 dice to Mental Attributes in any combination at the player's discretion. Allotment must be determined at purchase and can not be changed. If you do not have a custom form in +shift set up for this, contact Staff.&lt;br /&gt;
|-&lt;br /&gt;
|Enchanced Social Traits||4|| The character gains 4 dots to add to Social Attributes in any combination determined at chargen. May not be changed. This is handled by a custom +shift form. Contact staff if you do not have one.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Actions||3|| Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of descending initiative. If you roll an initiative of 7, you take your normal action on 7 and your extra action at 6. Player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Health Levels||3|| The character's vitality provides 3 extra -Bruised- health levels for purposes of absorbing bashing, lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Extra Limbs||3|| You grow a second set of arms or a prehensil tail, at the player's discretion. Extra arms allow a character either to parry or block hand-to-hand or melee attacks without sacrificing your own attack, or to make up to two additional attacks of your own per turn using your full dice pool. A prehensil tail is half of the character's height, uses only half of the character's strength (rounded down) to life objects and allows the character to hang suspended.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Gaping Maw||2|| You can chew and digest anything you can get your teeth on. Metal, stone anf flesh can all be ground up and digested with ease. The difficulties of bite attacks decrease by 2, and the maw inflicts Str+4 aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Horns||1|| You have a pair of curved rams or bull's horns protruding from your forehead. It attacked in close combat, you make make a free counterattack. Roll Dexterity+Brawl, if successful, you inflict aggravated damage equal to Str-1.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Attribute||3|| One of the demon's attributes increases by 2 in Revelatory form. See staff to acquire a custom +shift form to handle this.&lt;br /&gt;
|-&lt;br /&gt;
|Improve Initiative||1|| Add 2 to the your initiative scores.&lt;br /&gt;
|-&lt;br /&gt;
|Increased Size||3|| Your body grows to a third again its own height, adding the following bonus traits: +2 Strength, +1 Stamina, and 1 extra Bruised level for the purpose of soaking Bashing, Lethal and Aggravated Damage. Difficulties to strike the character in ranged or melee combat drop by one.&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;background: #FF6347&amp;quot;|Lashing Tail||1|| You manifest a long, reptilian tail tipped with a curved, bony spike that inflicts Str-1 Aggravated Damage.&lt;br /&gt;
|-&lt;br /&gt;
|Pass Without Trace||2|| The difficulty of your Stealth rolls decrease by 2 and your passage does not disturb the surrounding environment in any way. You leave no footprints and disturb no foliage.&lt;br /&gt;
|-&lt;br /&gt;
|Regeneration||4|| You Regenerate 1 health level of Bashing OR Lethal damage per turn automatically as a reflexive action.&lt;br /&gt;
|-&lt;br /&gt;
|Wings||3|| The character possesses a pair of raven wings that are a third again as tall as the character when completely unfurled. Wings allows the character to -glide- up to three times its running speed, but can not launch into flight or sustain flight without appropriate lores.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==='''House Specific Powers'''===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ House Specific Powers&lt;br /&gt;
|-&lt;br /&gt;
! House !! Name !! Cost !! Definition&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Inhuman Allure||2|| The character's voice and features are refined to inhuman perfection, adding the following bonus traits: +2 Charisma, +1 Manipulation, +1 Appearance.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Voice of the Damned||1|| The Demon's voice booms with the authority of God. The difficulties of all Intimidation rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Radiant Aura||1|| The character's body is wreathed in a corona of shifting, multicolored hues that distract and confuse their foes. The difficulty of all ranged attacks against the character increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|The Host||2|| Fanged mouths appear on the demon's body. The character inflicts Strength +3 aggrivated damage per turn with a successful grapple. When they are not otherwise occupied the mouths whisper blasphemies in any language the character knows.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Touch of Death||3|| The demon must be able to touch his intented target to use this ability. This ability, when choosen as high torment, traps the hapless victim in their body while the demon inflicts whatever damage it wishes upon the victim. The target can escape by spending a willpower point but then must beat the demon in Dexterity+Brawl diff 7 to get away. Otherwise the power takes control again. Has no effect on demons or supernatural beings already dead.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Lordly Mien||2|| The character's aura of divine authority reduces the difficulty of Manipulation and Charisma rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|Scales||3|| The character is covered with dark lustrous scales that provide 4 dice of armor protection against bashing, lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Malefactors||Alter Size||3|| You can alter your physical size in order to slip through narrow gaps or crawl into impossibly small spaces. You can reduce your size to as little as a third of its original volume. The difficulties of attacks directed against the miniature demon increased by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Distortion||3||Your form shifts and shimmers as if the viewer were looking at you through water. The difficulties of all ranged attacks against you increase by 2, while close-combat attacks increase by 1. Other demons can resist these effect as they can other illusions with a Perception+Alertness=&amp;lt;the opposing demon's faith or torment, whichever is higher&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Enhanced Empathy||1|| The difficulties for all Empathy rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Fiends, Scourges||Enhanced Intuition||1|| The difficulties for all Intuition rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Malefactors||style = &amp;quot;background: #FF6347&amp;quot;|Ichor||2||A foul black ichor covers your body, making you difficult to grab or restrain. Difficulties of any grapple attempts directed at you increase by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Immune to Electricity||2|| You suffer no damage from any kind of electricity-based attacks.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Improved Dexterity||2|| Add 2 to your Dexterity. Handled via a custom +shift form. See staff if you do not have one.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Ink Cloud||1|| You can expel a cloud of indigo ink that hangs in the air and blinds your foes. Individuals within a number of feet equal to your Faith score are blinded for a number of turns equal to your Torment, unless a successful Stamina roll is made. The cloud of ink lingers for a number of turns equal to the your Torment. Victims are subject to Blind Fighting rules. (see +news blind fighting)&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Lyrical Voice||1|| The difficulties of all Leadership or Subterfuge rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Sea's Beauty||3|| Your physical appearance, poise and grace leave humans in stupefied awe. You gain the following bonus traits: +2 Charisma, +1 Manipulation, +2 Appearance. Handled via a custom +shift form. Contact staff if you do not have one.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||style = &amp;quot;background: #FF6347&amp;quot;|Shark Hide||3|| Your shark-like skin acts as armor, providing 4 additional dice to soak Bashing, Lethal and Aggravated Damage.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Shocking Touch||2|| Your touch inflicts a number of bashing levels of damage equal to your Faith score. This special ability may be used one -once- per scene.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers, Malefactors||Spines||3|| A long ruff of spines runs down your back and along the backs of your arms. You inflict an additional health level of Aggravated damage with every successful attack in unarmed combat.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||style = &amp;quot;background: #FF6347&amp;quot;|Venom||3|| Your saliva contains an intoxicating venom that affects a victim's will. If the victim is exposed to your saliva (through a successful bite attack, through an already open wound or via a kiss), they loose a number of Willpower points equal to -Your- Torment unless a successful Stamina=7 roll is made. If the victim looses all their Willpower in this fashion, they fall into a deathlike coma. The effects of the venom last for a number of days equal to your Torment.&lt;br /&gt;
|-&lt;br /&gt;
|Defilers||Weather Sense||1|| You can always intuitively sense changes in the weather up to a distance of 10 miles times your Faith score.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Beckon||2|| You're so beautiful that those who lay eye on you cannot help but follow, entranced by your preternatural charisma. Any mortal who fails a Revelation Check (Perception+awareness=10-total number of Faith points spent during the scene) must follow You as best as they can, keeping you in sight at all times. The mortal snaps out of his reverie if he is attacked or simply shaken. You may choose to turn this effect off at will&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|Corrosive Spit||2|| Your spit burns like acid. A bite inflicts an additional health level of Aggravated damage, or you can spit at a target up to 10 feet away with a successful Dexterity roll. The spittal inflicts 1 die of aggravated damage plus any extra successes rolled. Targets such as mortal that do not deal in aggravated damage suffer lethal damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|Devils, Slayers||Dread Gaze||4|| Individuals (mortal and demon) who meet the demon's gaze and who fail a Willpower=7 roll must forfeit their actions for the turn.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||style = &amp;quot;background: #FF6347&amp;quot;|Fiery Blood||4|| Your blood burns like magma. Inflammable objects that touch more than a few drops burst into flame, and opponents in close combat suffer 1 level of Lethal damage each time they successfully inflict damage on you.&lt;br /&gt;
|-&lt;br /&gt;
|Devils, Malefactors||Immunity to Fire||3|| You take no damage for fire or heat of any kind.&lt;br /&gt;
|-&lt;br /&gt;
|Devils, Slayers||Increased Awareness||2|| You are especially attuned to the fabric of reality, reducing the difficulty of all |Awareness rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Affirm||3|| By making eye contact with a moral, you can reaffirm that mortal's place in God's plan. You roll Faith=6. If successful, the mortal regains a point of temporary Willpower.&lt;br /&gt;
|-&lt;br /&gt;
|Devils,Fiends||Sense The Hidden||1|| You are supernaturally adept at sensing mortals or demons who attempt to hide. The difficulties of all Perception rolls to detect hidden individuals %chwithin your line of sight%cn decreases by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Devils||Spark of Faith||3|| You can cause a mortal's Faith to flare up like a torch. You must be touching your target for this ability and make a Faith=&amp;lt;target's willpower&amp;gt; roll. If the roll is successful, you heal one health level of bashing damage per success. %crIf you possess this ability as high-Torment, roll Torment instead of Faith and -inflicts- a level of bashing damage per success.%cn&lt;br /&gt;
|-&lt;br /&gt;
|Devourers, Scourges||Aura of Vitality||4|| Living beings (plant or animal) within a number of yards equal to your Faith are infused with restorative energy. Individuals within this area heal any Bashing damage at a rate of 1 level per turn.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Chameleon Skin||1|| Your skin allows you to blend in with your surroundings. The difficulty of all Stealth rolls decrease by one if you are on the move; two if you are standing still.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Disperse||3|| You can dissolve your body into a mass of maggots, spiders, insects or other tiny creatures. Roll your Torment=6. If the roll is successful, the transformation is instantaneous and you retain control over this swarm. You can use this power to flow through tight openings or simply to terrify opponents. You may choose to attack opponents while in this form. (See Swarm rules pg 74 DStC) Successful attacks inflict Aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Frenzy||2|| You fly into a rage, hurling yourself at your foes again and again despite the pain of your wounds. You are immune to wound penalities during frenzy, but you must make a Willpower roll each turn with a difficulty equal to your Torment. If the roll fails, you must attack the closest person, friend or foe, with whatever weapon is at hand. A Willpower point may be spent to gain an automatic success on this roll&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Immune to Poison||3|| You are immune to damage or impairment from toxins, including alcohol and nicotine.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Natural Weaponry||3||Each time this ability is purchased, the player can choose from the following abilities: Claws/Teeth, Gaping Maw, Horns, Lashing Tail or Spines. Note that these natural weapons are low-Torment abilities. For one form point less, each natural weapon chosen can be a high-Torment ability. (Contact staff to purchase more than once).&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Nimble Hunter||3|| The difficulties of all Athletics rolls decrease by 2 and leaping distance doubles.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Primal Mind||3|| You can make contact with the small part of a mortal's mind that retains its ignorance, that remembers what it is to live only to survive like a beast. To use this ability, you must physically touch the target. Roll your Torment in a resisted roll against the mortal's Willpower (diff 6 on both rolls). If the demon wins, the human loses all Knowledge and most Skills (although such abilities as Stealth or Survival may remain at Storyteller's discretion) for one scene and generally acts on survival instinct -- fleeing from fire, attacking with tooth and claw if cornered, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers, Malefactors, Slayers||Relentless||1|| You can walk or run without need of rest, enabling yourself to cover superhuman distances without pause. As long as you stay in motion, you are unaffected by fatique or hunger.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Sun's Bounty||2|| By standing in direct sunlight for 1 full hour, you can heal all bashing damage suffered or 1 level of lethal or aggravated damage. This power can be used only once per day.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Thick Hide||2|| Your leather-like skin acts as armor, providing an additional 4 dice to soak bashing, lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Thorns||1|| Your shoulders, chest and arms are covered with needle-sharp, black thorns that inflict one level of aggravated damage to any attacker who successfully strikes or grapples you in unarmed combat.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||style = &amp;quot;background: #FF6347&amp;quot;|Toxins||3|| Your claws and saliva are poisonous. Targets exposed to the venom (either by a successful claw or bite attack, through an open wound or via a kiss) are subject to a dice pool of lethal damaage equal to Your Torment. This damage can be soaked.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends, Malefactors, Slayers||Night Sight||2|| You can see clearly in utter darkness.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||style = &amp;quot;background: #FF6347&amp;quot;|Rend The Soul||3|| You lay a hand on a target and show &amp;lt;the target&amp;gt;, for one split second, how infinitesimally small &amp;lt;the target&amp;gt; is in the grand scheme of Creation. Roll your Torment=7. For each success, the target loses one temporary Willpower point. If their Willpower score is reduced to zero, the target can do nothing but sit and weep. Demons are unaffected by this power.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||style = &amp;quot;background: #FF6347&amp;quot;|Aura of Misfortune||3|| Any individuals caught within a distance in yards equal to the Your Torment score suffer a botch on any roll of 1 or 2 successes.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends, Scourges, Slayers||Cloak of Shadows||2|| You are shrouded in a pall of darkness, making your features difficult to see in the best light and rendering you nearly invisible at night. The difficulty of all Stealth rolls decreases by 2 whenever you stand in shadow or move in darkness. If you are attacked, rules for Blind Fighting apply to the attacker.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Eyes of Fate||4|| You know instictively whether a given being is important to your plans. You roll perception+awareness=6. If the roll is successful, you gain a general sense of whether or not a target is potentially important to the your current plans or goals. As a side effect and at storyteller discretion, the Eyes of Fate can often detect whether or not a mortal has an especially high Faith Potential. (use of this power with staff oversight)&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Sibilant Whispers||1|| The difficulties of all Subterfuge rolls decrease by two.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Uearthly Glamour||1||The difficulties of all Manipulation rolls decrease by two. Demons (and thralls gifted with the power) are able to resist the effects of these illusions thanks to their inherit powers.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||style = &amp;quot;background: #FF6347&amp;quot;|Chimerical Attack||3|| The swirling illusions that surround the demon attack opponents engaged in close combat with the fallen. These chimerical figures have the same initiative as the demon, and they attack a single opponent in close-combat range. Use your Torment as the dice pool for the attack, inflicting a base damage of four dice plus any extra successes on the attack roll. This damage is aggravated.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Dread Mien||1|| The difficulities of all Leadership and intimidation rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends, Scourges||Enhanced Dodge||1|| The difficulties of all Athletics rolls (when used for dodging only) decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Thunderous Voice|||| Your shout shatters glass and makes stone tremble. Individuals within a number of yards equal to the character's Assurance suffer 4 fice of bashing damage. This ability can be used only once per scene, and it requires an action to perform&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Tremor Sense||3|| You can sense the slightest tremors passing through the earth around you, allowing you to sense even the stealthiest movements. You automatically act first in combat, and you cannot be surprised unless a foe scores more successes on a Wits+stealth roll than Your Assurance or Torment (depending on if this is purchased as high power or low power)&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors, Slayers||Conjuration||2|| The character is capable of supernatural sleight of hand, seeming to conjure items out of thin air, only to make them vanish again with a flick of the wrist. You can draw an item from a pocket or conceal an item without detection on a successful Dexterity+Athletics roll.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors, Scourges, Slayers||Dead Reckoning||1||Your character is always aware of where she is in relation to known landmarks, no matter how far away those landmarks are. Unless you are affected by spatially distorting evocations such as Warp Path, you can never lose your sense of direction.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Iron Skin||3|| Your stone-like skin acts as armor, providing 4 additional dice to soak bashing,lethal and aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Irresistible Force||2|| The difficulty of any feat of strength performed by the character decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Multiple Eyes||2|| You gain four to six extra eyes that sprout from your head or neck. These extra organs give you 360-degree vision and reduces the difficulty of all perception rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Quills||1|| Your shoulders and upper arms are covered with a ruff of sharp quills that pose a hazard to foes in close combat. An attacker who hits a demon in close combat suffers one health level of lethal damage unless the player makes a successful Dexterity=7 roll.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Supernatural Vision||1|| You can see five times as far as a normal human can, allowing you to see objects at 50 yards as clearly as if they were 10 yards away as lon gas even a weak source of light (such as moonlight) is present. This effect also reduces the difficulty of all visual-based Perception rolls by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Perfect Balance||1|| The difficulties of all Athletics rolls involving leaping and tumbling are decreased by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Caustic Bile||2|| You are capable of vomiting a stream of corrosive bile at your foes within a number of -feet- equal to your Assurance/Faith score. A successful Dexterity+athletics roll is needed to hit a target. The bile inflicts Strenght-1 Aggravated damage.&lt;br /&gt;
|-&lt;br /&gt;
|Devourers||Enhanced Survival||1|| The difficulty of all survival rolls decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Immune to Bashing Damage||4|| You suffer no damage at all from any attack that would normally inflict bashing damage.&lt;br /&gt;
|-&lt;br /&gt;
|Malefactors||Master Artisan||1|| The difficulties of all Crafts rolls decrease by 2. (includes sub-crafting skills such as jeweler, painting, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Malefactor||Magnetic Field||2||The demon is surrounded by a magnetic fielf that is intense enough to disrupt electronic devices within a radius in yard equal to the demona's Faith&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Viscous Flesh||2|| The diseased flesh of the character sloughs away when it is pinned or trapped, leaving a would-be assailant covered in rotting flesh. The difficulty of grappling the demon increases by two, and the charcter can escape from bonds such as ropes or handcuffs with a successful Dexterity roll.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||style = &amp;quot;background: #FF6347&amp;quot;|Aura of Entropy||2|| Plants wilt in your presence, and living beaings are suffused with an icy chill that saps their strength. Mortals and other demons witihn a number of yards equal to your Faith loose one die from their dice pools unless a successful Stamina roll (diff 6) is made. The effects of this capability presist for the duration of the scene.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Ghost Sight||2|| The angel can see the spirits of the dead that linger in the mortal realm, whether the ghosts wish to reveal themselves or not, with a successful Perception roll (diff 6).&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Howl of the Damned||1||The voices of the dead echo in the demon’s words. The difficulties of all Intimidation rolls decrease by two.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||style = &amp;quot;background: #FF6347&amp;quot;|Aura of Dread||2|| You are surrounded by an aura of fear that saps the will of your foes. Targets within a number of yards equal to the character's Faith lose their normal initiative unless a successful Willpower roll is made against the difficulty equal to your Torment. Affected individuals act last within a given turn. The Willpower roll is made every turn in which a person or another demon is in the character's apocalyptic presence. Normal initiative resumes for a victim as soon as successful Willpower roll is made.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Immune to Falling Damage||2|| You can fall any distance and land safely on your feet.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Improved Physical Capabilities||3|| You gain the following bonus traits: +1 strength, +1 Dexterity, +1 Stamina.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||style = &amp;quot;background: #FF6347&amp;quot;|Miasma||3|| Your break reeks of gangrenous rot that can have a debilitating effect on your foes in close quarters. The demon can affect victims up to a distance in feet equal to your Faith  score. Mortal and demons caught in the path of your exhalations forfeit their action for the turn unless a successful Stamina roll is made (Diff 7). If the Stamina roll botches, the victim is also infected by a virus or disease at the Storyteller's discretion.&lt;br /&gt;
|-&lt;br /&gt;
|Scourges||Mist||4|| You can summon up a concealing cloud of mist. Doing so requires a Faith or Torment roll (depending on whether the power is chosen as s high-torment capability) at difficulty 6; each success obscures a 100 square foot area. The mist lasts for one scene is conditions are good - a strong wing will blow the mist away in a few turns. High Torment applications of this power summon choking smoke instead.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||Death Grip||4|| You cling to life past the point of human endurance. If your host body suffers eight levels of lethal or aggravated damage, you an still hold onto life with a successful Willpower(Resolve) roll. If successful, the You fall into a coma until the following dawn, at which point you rise with one health level and one less temporary Faith. If you have no Faith remaining when you enter the coma, you loose a permanent Willpower(Resolve) point instead.&lt;br /&gt;
|-&lt;br /&gt;
|Slayers||style = &amp;quot;background: #FF6347&amp;quot;|Reaper's Breath||3 ||You can exhale a chilling breath that affects victims up to a distance in feet equal to your Torment score. Mortals and demons caught in the path of your exhalation suffer a number of health levels of bashing damage equal to your Faith. This ability can be used only once per scene, and it has no effect on creatures that do not breathe.&lt;br /&gt;
|-&lt;br /&gt;
|Fiends||Hypnotic Vision||3|| The aura of light and shadow surrounding you distracts and disquiets the mind of your foe. An attacker's must make a Wits roll using your Assurance or Torment (depending if this is purchased as low or high torment). If the roll fails, the attacker may not act until the end of the turn. Demons (and thralls gifted with the power are able to resist the effects of these illusions thanks to their inherent powers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Demon Specific Merits ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Angelic Aura&lt;br /&gt;
|1 &lt;br /&gt;
|Demon Only&lt;br /&gt;
|Your character exudes the nobility and grace of a Celestial even in her unaltered mortal state. Despite her physical appearance, she radiates an aura of wisdom, confidence and transcendent authority that belies her mortal condition, even as her Torment begins to weigh heavily on her soul. The difficulty of all Charisma and Appearance rolls decreases by one when your character interacts with mortals&lt;br /&gt;
|-&lt;br /&gt;
|Angelic Gaze&lt;br /&gt;
|1 &lt;br /&gt;
|Demon Only&lt;br /&gt;
|The eyes are the windows to the soul, and the act of possession has altered the eyes of your character’s mortal host to reflect his celestial nature. A Devil’s eyes might be the color of the golden sun or the sullen red of banked embers; a Devourer’s eyes might be the lantern yellow of a wolf or lion. The difficulty of all Leadership, Intimidation or Empathy rolls decreases by one.&lt;br /&gt;
|-&lt;br /&gt;
|Debt of Gratitude&lt;br /&gt;
|1-3&lt;br /&gt;
|Demon Only&lt;br /&gt;
|Another demon owes your character a debt of gratitude because of something either he or his liege did for her during the war. The depth of gratitude the demon owes depends on how many points you wish to spend. One point might mean that the demon owes your character a favor; three points might mean that she owes your character her life&lt;br /&gt;
|-&lt;br /&gt;
|Atavistic Form&lt;br /&gt;
|2&lt;br /&gt;
|Demon Only&lt;br /&gt;
|Upon their return to the mortal world, the fallen have discovered that many of their past exploits have lived on in human legend. Although time and the interpretations of human minds distort these legends, demons are nevertheless able to tap into these atavistic memories through the appearance of their apocalyptic form. Your character’s revelatory form is an iconic image in human myth, be it a visage of a dragon, a fire giant or a winsome siren. The difficulty of all Social rolls decreases by one when interacting with mortals when the demon is in apocalyptic form. Additionally, the difficulty to resist the effects of Revelation increases by one.&lt;br /&gt;
|-&lt;br /&gt;
|Dreams of the Past&lt;br /&gt;
|2&lt;br /&gt;
|Demon Only&lt;br /&gt;
|When dreaming, your character is able to recall especially vivid memories of the Age of Wrath, dredging the recollections from deep in her host body’s subconscious. Your character has no conscious control over what memories she revisits while she is asleep, but many pertain specifically to the situations and challenges that your character is dealing with at the moment. The Storyteller can use this Merit to impart useful information to your character that she might not otherwise know. Additionally, if your character has the Legacy Background, this Merit reduces the difficulty of all Legacy rolls by one.&lt;br /&gt;
|-&lt;br /&gt;
|Famous Liege&lt;br /&gt;
|2&lt;br /&gt;
|Demon Only&lt;br /&gt;
|Your character is the vassal of a legendary lord of the infernal host, which grants your character an aura of authority and influence beyond her own accomplishments. Most low-ranking demons will be eager to curry your character’s favor, hoping to be remembered later when her dark lord has returned in triumph. Upon learning your character’s identity, most low-ranking demons will treat you with a certain degree of deference and respect, giving you the benefit of the doubt in most questionable situations. Note that this Merit is separate and in addition to the Eminence Background, which reflects your character’s personal rank and influence. The character who possesses both is able to open doors and gain respect in any growing demonic court by virtue of their identity. The Storyteller is the final arbiter as to how much influence and respect your character can command based on the needs of her chronicle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4699</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4699"/>
		<updated>2026-01-08T13:29:43Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* A - B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|There’s something very approachable and nonthreatening about your character. People find it very easy to start a conversation with her. Reduce the difficulty of any Empathy rolls involving other people or demons by one.&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has the good fortune to have a best mate. He stands with your character through thick and thin. They’ve shared jokes, tragedies and all the highs and lows of life over the years, all of which has forged a bond between them that some married couples never achieve. Perhaps they were at school or worked together. While your character might not be able to share the truth of her real nature with her friend, she can rely on him to back her up to the best of his abilities without asking too many difficult questions. A best friend is closer to you and more committed to helping you than an ally, but he demands far more in return. He goes that extra mile to get them out of trouble that an ally wouldn’t, but he counts on her to do the same for him.&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Your character is full of energy. She can subsist on five or six hours of sleep a night, being unable to stay in bed any longer. Her days are full of physical activity, and she can work long into the night without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is one tenacious bitch, determined to go her own way. It can be really difficult for people to persuade her otherwise. Gain two dice in any resisted roll in which someone tries to persuade her to do something. You might also have the Stubborn Flaw.&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|Legal&lt;br /&gt;
|Thanks to being born from parents of different countries, your character’s mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot in her normal place of residence.&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits.''' Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|Legal&lt;br /&gt;
|Your character’s mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fashion Sense&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character doesn’t just dress well, she has an innate sense of what sort of clothes suit a particular occasion. This sense isn’t a case of slavishly following the latest trends from the hottest designers either, it’s a matter of knowing when to dress smart and when to be casual and having the know-how to carry it off on a limited budget. Subtract one from the difficulty of Social rolls in situations where dressing appropriately is important, such as in a business meeting, chatting at a club or attending an upper-crust function.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Firearms License&lt;br /&gt;
|3&lt;br /&gt;
|Legal &lt;br /&gt;
|The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons.&amp;lt;&amp;gt;&amp;lt;br&amp;gt;'''TBD if we are using this or Certification'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has an innate instinct for reading a person. She can make an appraisal of the kind of person&lt;br /&gt;
someone is after meeting him for a few seconds, based on little more than gut instinct. She is rarely wrong.&lt;br /&gt;
Decrease the difficulty by two on any Perception roll based on assessing a person or demon&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Great Liar&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
| Lying comes naturally to your character. Even the most involved deception sounds like God’s own truth when it comes tripping off her honeyed tongue. Gain two dice on any Social roll that involves lying to or deceiving another person or demon ''Ref: DPG'' &lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4698</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4698"/>
		<updated>2026-01-08T13:27:53Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* A - B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|There’s something very approachable and nonthreatening about your character. People find it very easy to start a conversation with her. Reduce the difficulty of any Empathy rolls involving other people or demons by one.&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has the good fortune to have a best mate. He stands with your character through thick and thin. They’ve shared jokes, tragedies and all the highs and lows of life over the years, all of which has forged a bond between them that some married couples never achieve. Perhaps they were at school or worked together. While your character might not be able to share the truth of her real nature with her friend, she can rely on him to back her up to the best of his abilities without asking too many difficult questions. A best friend is closer to you and more committed to helping you than an ally, but he demands far more in return. He goes that extra mile to get them out of trouble that an ally wouldn’t, but he counts on her to do the same for him.&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is one tenacious bitch, determined to go her own way. It can be really difficult for people to persuade her otherwise. Gain two dice in any resisted roll in which someone tries to persuade her to do something. You might also have the Stubborn Flaw.&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|Legal&lt;br /&gt;
|Thanks to being born from parents of different countries, your character’s mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot in her normal place of residence.&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits.''' Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|Legal&lt;br /&gt;
|Your character’s mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fashion Sense&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character doesn’t just dress well, she has an innate sense of what sort of clothes suit a particular occasion. This sense isn’t a case of slavishly following the latest trends from the hottest designers either, it’s a matter of knowing when to dress smart and when to be casual and having the know-how to carry it off on a limited budget. Subtract one from the difficulty of Social rolls in situations where dressing appropriately is important, such as in a business meeting, chatting at a club or attending an upper-crust function.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Firearms License&lt;br /&gt;
|3&lt;br /&gt;
|Legal &lt;br /&gt;
|The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons.&amp;lt;&amp;gt;&amp;lt;br&amp;gt;'''TBD if we are using this or Certification'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has an innate instinct for reading a person. She can make an appraisal of the kind of person&lt;br /&gt;
someone is after meeting him for a few seconds, based on little more than gut instinct. She is rarely wrong.&lt;br /&gt;
Decrease the difficulty by two on any Perception roll based on assessing a person or demon&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Great Liar&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
| Lying comes naturally to your character. Even the most involved deception sounds like God’s own truth when it comes tripping off her honeyed tongue. Gain two dice on any Social roll that involves lying to or deceiving another person or demon ''Ref: DPG'' &lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4697</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4697"/>
		<updated>2026-01-08T13:24:11Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is one tenacious bitch, determined to go her own way. It can be really difficult for people to persuade her otherwise. Gain two dice in any resisted roll in which someone tries to persuade her to do something. You might also have the Stubborn Flaw.&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|Legal&lt;br /&gt;
|Thanks to being born from parents of different countries, your character’s mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot in her normal place of residence.&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits.''' Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|Legal&lt;br /&gt;
|Your character’s mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fashion Sense&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character doesn’t just dress well, she has an innate sense of what sort of clothes suit a particular occasion. This sense isn’t a case of slavishly following the latest trends from the hottest designers either, it’s a matter of knowing when to dress smart and when to be casual and having the know-how to carry it off on a limited budget. Subtract one from the difficulty of Social rolls in situations where dressing appropriately is important, such as in a business meeting, chatting at a club or attending an upper-crust function.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Firearms License&lt;br /&gt;
|3&lt;br /&gt;
|Legal &lt;br /&gt;
|The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons.&amp;lt;&amp;gt;&amp;lt;br&amp;gt;'''TBD if we are using this or Certification'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has an innate instinct for reading a person. She can make an appraisal of the kind of person&lt;br /&gt;
someone is after meeting him for a few seconds, based on little more than gut instinct. She is rarely wrong.&lt;br /&gt;
Decrease the difficulty by two on any Perception roll based on assessing a person or demon&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Great Liar&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
| Lying comes naturally to your character. Even the most involved deception sounds like God’s own truth when it comes tripping off her honeyed tongue. Gain two dice on any Social roll that involves lying to or deceiving another person or demon ''Ref: DPG'' &lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4696</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4696"/>
		<updated>2026-01-08T13:19:45Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is one tenacious bitch, determined to go her own way. It can be really difficult for people to persuade her otherwise. Gain two dice in any resisted roll in which someone tries to persuade her to do something. You might also have the Stubborn Flaw.&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|Legal&lt;br /&gt;
|Thanks to being born from parents of different countries, your character’s mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot in her normal place of residence.&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|Legal&lt;br /&gt;
|Your character’s mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Firearms License&lt;br /&gt;
|3&lt;br /&gt;
|Legal &lt;br /&gt;
|The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons.&amp;lt;&amp;gt;&amp;lt;br&amp;gt;'''TBD if we are using this or Certification'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has an innate instinct for reading a person. She can make an appraisal of the kind of person&lt;br /&gt;
someone is after meeting him for a few seconds, based on little more than gut instinct. She is rarely wrong.&lt;br /&gt;
Decrease the difficulty by two on any Perception roll based on assessing a person or demon&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Great Liar&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
| Lying comes naturally to your character. Even the most involved deception sounds like God’s own truth when it comes tripping off her honeyed tongue. Gain two dice on any Social roll that involves lying to or deceiving another person or demon ''Ref: DPG'' &lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4695</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4695"/>
		<updated>2026-01-08T13:06:15Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is one tenacious bitch, determined to go her own way. It can be really difficult for people to persuade her otherwise. Gain two dice in any resisted roll in which someone tries to persuade her to do something. You might also have the Stubborn Flaw.&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|Legal&lt;br /&gt;
|Thanks to being born from parents of different countries, your character’s mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot in her normal place of residence.&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|Legal&lt;br /&gt;
|Your character’s mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Firearms License&lt;br /&gt;
|3&lt;br /&gt;
|Legal &lt;br /&gt;
|The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons.&amp;lt;&amp;gt;&amp;lt;br&amp;gt;'''TBD if we are using this or Certification'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has an innate instinct for reading a person. She can make an appraisal of the kind of person&lt;br /&gt;
someone is after meeting him for a few seconds, based on little more than gut instinct. She is rarely wrong.&lt;br /&gt;
Decrease the difficulty by two on any Perception roll based on assessing a person or demon&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Great Liar&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Use ''Ref: DPG'' &lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4694</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4694"/>
		<updated>2026-01-08T13:02:42Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* C - D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is one tenacious bitch, determined to go her own way. It can be really difficult for people to persuade her otherwise. Gain two dice in any resisted roll in which someone tries to persuade her to do something. You might also have the Stubborn Flaw.&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|Legal&lt;br /&gt;
|Thanks to being born from parents of different countries, your character’s mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot in her normal place of residence.&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|Legal&lt;br /&gt;
|Your character’s mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Firearms License&lt;br /&gt;
|3&lt;br /&gt;
|Legal &lt;br /&gt;
|The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons.&amp;lt;&amp;gt;&amp;lt;br&amp;gt;'''TBD if we are using this or Certification'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4693</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4693"/>
		<updated>2026-01-08T12:59:32Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|Legal&lt;br /&gt;
|Thanks to being born from parents of different countries, your character’s mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot in her normal place of residence.&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|Legal&lt;br /&gt;
|Your character’s mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Firearms License&lt;br /&gt;
|3&lt;br /&gt;
|Legal &lt;br /&gt;
|The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons.&amp;lt;&amp;gt;&amp;lt;br&amp;gt;'''TBD if we are using this or Certification'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4692</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4692"/>
		<updated>2026-01-08T12:56:39Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* C - D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|Legal&lt;br /&gt;
|Thanks to being born from parents of different countries, your character’s mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot in her normal place of residence.&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|Legal&lt;br /&gt;
|Your character’s mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4691</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4691"/>
		<updated>2026-01-08T12:54:51Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|Legal&lt;br /&gt;
|Your character’s mortal host had a knack for getting things cheaply. Sometimes she gets the goods she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. However she does it, the difficulty of any Resources roll you make decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4690</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4690"/>
		<updated>2026-01-07T17:00:08Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|MEntal&lt;br /&gt;
|Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plane journeys expensive propositions due to the number of books and magazines&lt;br /&gt;
she goes through, it allows her to quickly extract useful information from anything written in her mortal host’s native language&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s job allows her to work flexible hours or allows her to travel a lot. Or perhaps she’s&lt;br /&gt;
effectively her own boss, with no one monitoring her activities. However she does it, she can earn her&lt;br /&gt;
Resources rating through a job that doesn’t significantly restrict her infernal activities&lt;br /&gt;
|-&lt;br /&gt;
|Flirt&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s mortal friends claim that she’s a terrible flirt, but that quite manifestly isn’t true. She’s great at it. She’s an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands. Add two dice to all Social rolls in such circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4689</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4689"/>
		<updated>2026-01-07T16:57:24Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|Economic&lt;br /&gt;
|Your character’s mortal host always paid off her debts on time and built up enough financial security to&lt;br /&gt;
keep the most cynical banker happy. She can access a decent amount of credit as a result. Your character&lt;br /&gt;
must have a Resources rating of 3 or more to purchase this Merit&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it’s using an old map and a road atlas to locate an Earthbound’s lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4688</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4688"/>
		<updated>2026-01-07T16:55:33Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* C - D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|Your character’s has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or a corporate employee&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4687</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4687"/>
		<updated>2026-01-07T16:54:12Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character can make people laugh. Her timing and sense of the absurd is second to none. She’s always being invited to parties because she’s so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when the situation seems darkest. Reduce by two the difficulty of any Social roll that is intended to boost morale.&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Maybe your character spent a lot of time camping. Maybe she’s just a fisherman who’s used&lt;br /&gt;
to getting up before dawn. For whatever reason, your character’s night vision is excellent. The difficulty of Perception rolls decreases by two at night.&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4686</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4686"/>
		<updated>2026-01-07T16:50:38Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|“Wow! Look at that new palmtop computer. I just got to have one.” Your character’s mortal host was the&lt;br /&gt;
kind of person who wanted to have the latest gadgets and technology. It’s a drain on your character’s cash,&lt;br /&gt;
and her apartment is cluttered with some neat-seeming technology that turned out to be crap, but you have a&lt;br /&gt;
solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4685</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4685"/>
		<updated>2026-01-07T16:49:04Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* E - G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they&lt;br /&gt;
open up to your character without really meaning to. The difficulty of all apparently friendly Social rolls&lt;br /&gt;
that involve people talking to your character decreases by two.&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack.&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She’s seen the right films for discussion in cultured company, and she wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins. Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high-society or business situation.&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She’s more than&lt;br /&gt;
happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people’s lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4684</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4684"/>
		<updated>2026-01-07T16:45:06Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* H - I */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she’s able to check the details herself. This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|Legal&lt;br /&gt;
|Through hard work, heredity or phenomenal good fortune, your character’s Resources rating is an independent income for which she doesn’t have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work. ''DPG''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|The Internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to “sites whose address you know” stage. Characters with this Merit are adept at using the Internet in all its vast, rambling confusion — no small feat for the technologically&lt;br /&gt;
challenged fallen.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4683</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4683"/>
		<updated>2026-01-07T16:40:24Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* J - L */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4682</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4682"/>
		<updated>2026-01-07T16:39:18Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* J - L */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Everyone needs good buddies, and your character has a particularly good bunch. They’re pretty cool about when they see her; they don’t get all uptight if she’s not in contact for a while. They’re also great at not interfering with her life. Sure, she’s gone through some changes of late, but that’s her choice. They’ll be there if she wants to talk or needs help, but they’ll otherwise keep the hell out of her hair. If these guys are also your character’s allies (as per the Background), they’ll help her without asking too many difficult questions. Hey, that’s her business, right?&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37, DPG p77 '' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4681</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4681"/>
		<updated>2026-01-07T16:36:33Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* M - N */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|TV, radio, newspaper, magazine, film— your character can’t get enough. She’s a voracious consumer of pop culture and is always up on the latest movies, music and current affairs. Reduce the difficulty by two on any Social or Research roll that involves pop culture.&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character’s mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. Your character’s Dexterity counts as one point higher than it actually is for purposes of determining movement rates.&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4680</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4680"/>
		<updated>2026-01-07T16:33:14Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* T - V */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Your character’s mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she doesn’t let them affect her the way others do. You gain two extra dice on any Willpower roll that involves staying clam or not overreacting to mundane experiences&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4679</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4679"/>
		<updated>2026-01-07T16:32:03Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* O - P */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Despite everything that has happened to your character, she refuses to accept the fact that life cannot and&lt;br /&gt;
will not ultimately change for the better. Regain two Willpower when you wake up each morning, rather&lt;br /&gt;
than the usual one.&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4678</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4678"/>
		<updated>2026-01-07T16:30:56Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* O - P */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Your character’s house is her own. She’s paid off the bank, so mortgage repayments are no longer an issue,&lt;br /&gt;
nor is repossession a threat. No matter what happens, she at least has a roof over her head.&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly. The difficulty decreases by two on any Social roll to create a good impression on another.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she’s become well liked and trusted by those who live around her. When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they’re likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn’t count on help every time things go sour.&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she’s sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she’ll be in the restaurant at 8:00 on the dot, so he doesn’t end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4677</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4677"/>
		<updated>2026-01-07T16:25:39Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* Q - S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4676</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4676"/>
		<updated>2026-01-07T16:24:17Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* Q - S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|2/4&lt;br /&gt;
|&lt;br /&gt;
|Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4-pt. version, the same applies to foreign countries. She might not speak the language&lt;br /&gt;
well, or at all, but she knows how to go about obtaining things and learning about the local culture without&lt;br /&gt;
offending the natives, through a combination of prior research and general street smarts.&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character’s one sexy mutha. THey might not necessarily be that classically good looking, but there’s something about the way she moves and acts that exudes sexuality. As a result, they draw in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism. You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character’s charms against someone, you may reduce the difficulty by three&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly&lt;br /&gt;
forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Social interplay is an open book to your character. She’s the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes to her about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Sure, your character’s acting strange these days. There’s something going on that she can’t or won’t tell them about, but it’s important to her. That much is clear. They’re her family, they love her, and they’ll be there for her. They’re sure she’ll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. Unless you have also taken the Allies Background for your character, her family won’t go out of the way to help her. They just don’t ask the questions that she can’t answer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4675</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4675"/>
		<updated>2026-01-07T16:15:14Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* T - V */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|1-2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4674</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4674"/>
		<updated>2026-01-07T16:15:01Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* T - V */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|1-2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Where does your character come up with this stuff? Whether it’s through plenty of reading, too much TV or&lt;br /&gt;
just an eclectic bunch of friends, she has the oddest collection of facts stored way in her skull. Once in a&lt;br /&gt;
while, at the Storyteller’s discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she’s picked up makes her appear to be.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Up until the moment of possession, your character’s mortal host was a model citizen. Not even a whiff of&lt;br /&gt;
scandal has ever tainted her. Her working life has been good without being extraordinary. Her friends would be hard-pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary&lt;br /&gt;
about her most of the time. Your character just doesn’t have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4673</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4673"/>
		<updated>2026-01-07T16:11:16Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* W - Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|1-2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| Your character’s “other half” is pulling in a fortune, at least by her earning standards, and he’s happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors at court and so on.&lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4672</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4672"/>
		<updated>2026-01-07T16:08:50Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* W - Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|1-2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4671</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4671"/>
		<updated>2026-01-07T16:02:24Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* W - Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|1-2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4670</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4670"/>
		<updated>2026-01-07T16:02:08Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* W - Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|1-2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully, in both written and verbal communication. Gain two dice on&lt;br /&gt;
any Expression roll that involves words&lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4669</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4669"/>
		<updated>2026-01-07T15:56:21Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* W - Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|1-2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Way with Words&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wealth Partner&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Well Connected&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent ***&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4668</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4668"/>
		<updated>2026-01-07T15:55:12Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* T - V */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|1-2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|Trivia Champ&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unflappable&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Upright Citizen&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Vibrant Neighborhood&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| TBD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4667</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4667"/>
		<updated>2026-01-07T15:53:05Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* Q - S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Seasoned Traveler&lt;br /&gt;
|1-2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Sexy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Smooth&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Aware&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Specialist Driver's License&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| Represents a CDL or other license to operate machinery or things that move. To Be reviewed.&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Supportive Family&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
	<entry>
		<id>https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4666</id>
		<title>Merits</title>
		<link rel="alternate" type="text/html" href="https://ascensionsojourns.com/wiki/index.php?title=Merits&amp;diff=4666"/>
		<updated>2026-01-07T15:37:07Z</updated>

		<summary type="html">&lt;p&gt;WikiStaff: /* O - P */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;gamepage&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''NOTICE''': When books differ on cost of a merit or flaw, the cost from Mage 20th books is used first. &lt;br /&gt;
If there is a reason to use the cost from another book it will be noted in the desc of the merit/flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Sterile can be a merit or Flaw for 1 pt in Mage, and a Kinfolk flaw in Werewolf for 4 points.&lt;br /&gt;
In this case the most everyone pays 1 pt, except Kinfolk which pay 4, because they are needed to perpetuate &lt;br /&gt;
the werewolf race.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;&lt;br /&gt;
		  &lt;br /&gt;
* Merits and Flaws taken from books other than the Mage 20th set will only include those that fit the game. '''Those merits without write-up are still being decided upon and are not currently available in game.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specific Sphere Merits and Flaws are listed on that sphere's character generation info page:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Shifter Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''&amp;lt;u&amp;gt;[[Mage Character Generation]]'''&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== A - B ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px;&amp;quot;&lt;br /&gt;
! Merit !! Cost!! Type!! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ability Aptitude&lt;br /&gt;
|1 &lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Acute Senses&lt;br /&gt;
|1 - 3&lt;br /&gt;
|Physical&lt;br /&gt;
|One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. ''Ref: M20 Ann 642''&lt;br /&gt;
|-&lt;br /&gt;
|Alcohol/Drug&amp;lt;br&amp;gt;Tolerance&lt;br /&gt;
| 1 - 2&lt;br /&gt;
| Physical&lt;br /&gt;
| You can drink most folks under the table or otherwise party till everyone else drops. This merit lets you make a Stamina (Diff 7) to shake off the effects of intoxication - a useful talent for hard-pounding Ecstatics and tough-as-leather Black Suits! &amp;lt;br&amp;gt;&lt;br /&gt;
1pt - applies to &amp;quot;natural&amp;quot; drugs (booze, pot, cocaine, etc), not for lab-synthetized concoctions (LSD, meth, krokodil)&amp;lt;br&amp;gt;&lt;br /&gt;
2pt - can neutralize the psychotropic effects of any drug &amp;lt;i&amp;gt;unless that drug has been created as a vector for a Sphere-based magickal effect. (Such as a pill that delivers a Life 3/ Mind 3 effect to the person who takes it) For drugs that delivery magickal effects you'd have to use countermagick to remove the effects.&amp;lt;br&amp;gt; ''Ref: M20 BOS pg 36'', ''WW20 Ann, 472'' (Note: point cost used from Mage)&lt;br /&gt;
|-&lt;br /&gt;
|Alpha&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You were born to lead. The dominant beast in any situation, you provide for you rpack regardless of their species, take command when need be, and embody the will of the group. This does not, contrary to popular misconception, mean you're a bully who does whatever you want to do. Amoung animals, the dominant beast has a responsibility to the pack, and if the pack suffers, its alpha get deposed.&amp;lt;br&amp;gt; Game-wise, this Merit reduces the difficulties of your Social Traid roll by -2, and also earn you a near-automatic deference from the rest of your group unless you're slacking off on your job. So long as you employ your dominance to the benefit of your group, the other feel a near-instinctive submission to your leadership.&amp;lt;br&amp;gt;It's worth noting here that the whole alpha-beta-omega concept is based on flawed research involving captive populations of unrelated wolves in artificial circumstances. Its primary proponent, L. David Mech, spent most of his later career debunking the idea. Still, the Alpha Merit and the Beta and Omega Flaws deal with hierarchy in human-dominated settings, possibly amoung creatures who are at least partially human and whose social dynamics depend heavily on human situations, so these Traits can still aplly to companion characters even if they are not true to real wild animals. ''Ref:M20 G&amp;amp;M,194''&lt;br /&gt;
|-&lt;br /&gt;
|Alimony Recipient &lt;br /&gt;
|1-3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidextrous &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Normal rules for performing multiple actions still apply. ''Ref: ''M20 BOS pg 36''&lt;br /&gt;
|-&lt;br /&gt;
|Animal&amp;lt;bR&amp;gt; Magnetism&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Though it might not involve conventionally good looks, you  possess a primal sort of attractiveness. Your social rolls subtract  -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures.  This benefit doesn’t usually apply to threats or intimidation  attempts, although clever applications of raw sex appeal can be  rather unnerving, which could facilitate rather effective threats… ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 480''&lt;br /&gt;
|-&lt;br /&gt;
|Approachable&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Artistically Gifted&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|The Muses work their will through you, or so it appears. Whenever you employee your artistic talent (As in Talent: '''Art''', M20 pg 275) reduce the difficulty of those rolls by -2. This Merit does not reduce the difficulty of casting magick but may reduce the Attribute + Ability rolls that are involved in magickal acts.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Gift&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance.  Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit,  your Truth. And that Truth manifests itself in whatever arts  you pursue, up to and including the Magickal Arts. &amp;lt;br&amp;gt;When making a roll with the Art Talent, reduce the difficulty  by -2. Even when the attempt itself falls short of your expectations  (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth.  Although you’re not required (as a player) to employ artwork as  part of your magickal focus, chances are good that your approach  to magick does feature elements of painting, dance, music, and  other manifestations of artistic expression.   ''Ref M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Berserker&lt;br /&gt;
|4 &lt;br /&gt;
|Mental&lt;br /&gt;
|Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse – for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability… especially if you belong to a group that prizes discipline rather than brutality.&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;'''System''': As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. ''Ref: M20th Anniversary, 644''   '''Note: Not the same as Berseker in WW20 Ann.'''&lt;br /&gt;
|-&lt;br /&gt;
|Best Friend&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bundle of Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Burning Aura&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural- Mage Only&lt;br /&gt;
| To those who can sense it, your aura burns with amazing  brilliance and clarity. Even folks who can’t actually perceive  this bright corona of energy realize that you’re “different.”  Entities that can read your aura react accordingly; some will  treat you with uncommon respect, while others will view you  as a nice meal. The nature of your aura cannot be hidden  easily (+2 to the difficulty of any attempt to do so), and while  this is a dreadful disadvantage for, say, a Nephandus, people  who prize forthright integrity may reduce their difficulties by  -2 when they’re trying to make an impression that’s in accord  with that vivid aura and affecting characters who can sense it.  &amp;lt;br&amp;gt;'''Resonance''' and '''Synergy''' each get a vivid, one-dot boost from  this Merit. ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C - D ==	&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Calm Heart &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast-Iron Stomach&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|Anything you can physically devour and digest is your for the eating.  This Merit does not protect you from the effects of those meals. Eating rotten meat can still poison you. You're just able to keep down meals that would make the average person puke.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Catlike Balance&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You have an uncanny sense of balance. Reduce the difficulty by -2 for actions that require you to stay on your feet. (tight rope walking, rolling with a fall, etc)&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Affinity &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural-mage only&lt;br /&gt;
|You get along especially well with a certain type of spirit  entity. Depending upon your practice, you might relate well  with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings,  and so forth.  &amp;lt;br&amp;gt;When you’re dealing with entities within a single selected  category, you reduce the difficulty of your summoning and  negotiation rolls by -2.&amp;lt;br&amp;gt;''This bonus does not apply to attempts to  bind or ward against such beings, as it’s based upon goodwill, not  force. It does, however, apply to the Arete rolls when casting  the summoning Effect (within the normal modifier limits, as  usual), because the entities in question are more inclined to  show up when you call upon them.  &amp;lt;br&amp;gt;''For three additional points per category, you may add another  category of spirits, assuming that your practice favors an affinity for  such spirits. ''(A Void Engineer “ghost-buster,” for example,  could not purchase an Affinity for ghosts, though a necromancer  could certainly do so.) If you abuse this goodwill, as one might  imagine, this bonus, and the Merit, both go away – and might  wind up being replaced by a Flaw like '''Immortal Enemy''' if your mage behaves in an especially foolish manner.  ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Clear Sighted  &lt;br /&gt;
|5&lt;br /&gt;
|Supernatural- supers only&lt;br /&gt;
|Even without employing your Arts, you have a preternat ural gift for seeing things as they are, not as they appear to be.  Illusions, disguises, cloaking spells, and other forms of trickery  rarely deceive your eyes. &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll to see through metaphysical deception powers: vampiric  Disciplines, faerie cantrips, werecreature Gifts, Sphere-based  illusions, and other powers that are based on deceiving a witnesses’ perceptions. This roll works only against powers that deceive  the target’s perceptions, not against any other form of Gift, Discipline,  cantrip, and so forth. (Vampiric Obfuscate, for example, but not  Presence or Dominate.) The difficulty for that roll is generally 5 + the highest Sphere  Rank or other level involved in that power; a Forces 2 /Prime  2 illusion, then, would be difficulty 7, while a vampire’s Mask  of a Thousand Faces (Obfuscate 3) would be difficulty 8. If a  character could normally get a roll to see through the illusion then your  character subtracts -3 from her difficulty when trying to do so. Your clear sight also reduces your difficulty by -3 when you  try to see through a disguise, a cloaking spell or device, or other  attempts to conceal the truth from an onlooker. It does not,  however, allow you to see through darkness, notice stealthing  or invisible characters, or otherwise perceive something that  you would not be able to see without this Merit; combining this  Merit with the physical Merit: Acute Senses, however, could  make you a formidably perceptive character.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Cloak of the Seasons&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
| Adverse weather does not bother you. Regardless of your  clothing or lack thereof, you’re essentially immune to the effects  of exposure to harsh climates, as described in Mage 20, p. 435.  You still need to eat, drink, and breathe – this Merit won’t save  you from starvation or suffocation – and climate-based obsta cles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly  as they’ll hinder anybody else. Aside from outright attacks by  the elements, however, you remain untouched by extremes of  temperature and climate. You might not always be comfortable,  but you’ll survive.   ''Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Code of Honor **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Mental **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.  ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Essentially a &amp;quot;Get Out of Doing something Stupid Free card&amp;quot;, whenever you announce an action that wouldn't be especially bright, the Storyteller may ask &amp;quot;Are you sure you want to do that?&amp;quot; Thus warned, you are free to ignore the warning of your smarter angels. &amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Computer Aptitude||1||Mental||A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For Mage: This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 474''&lt;br /&gt;
|-&lt;br /&gt;
|Concentration&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You are especially good at tuning out distractions. THis merit eliminates modifiers that be caused by distracting circumstances -- gunfire, thunderstorms, rampaging creatures from space, etc. TRULY distracting situation (trying to hack a computer during a tornado) might demand a successful Willpower roll in order to wipe out the potential penalty. ''Ref: M20 BOS, 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Confidence&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You exude an aura of unshakable authority. Nothing seems  to rattle you. Folks defer to you by default, and you expect  nothing less. Even when you’re making things up off the top  of your head, or lying your ass off about your true feelings or  intentions, your self-confidence inspires an unusual degree of  trust. Cool is your middle name, and the few people who try to  get one over on you have a very hard time doing so.  &amp;lt;br&amp;gt;When dice start falling, subtract -2 from the difficulty of  all social rolls based upon impressing other characters with your  capabilities. Other players, however – the Storyteller included  – add +2 to the difficulty of social rolls for characters who try  to shake your confidence or shatter your calm. ''Ref: M20 BOS, pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Corporate Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporate CEO&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crack Shot &lt;br /&gt;
|1?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A heightened state of awareness allows you to sense impend ing harm. This gift could originate from primal perceptiveness,  intense conditioning, spirit voices that warn you of danger,  nanotech sensors, or other methods of refined cognizance.  Whatever the source of this Merit might be, your Storyteller  must make a secret Perception + Alertness roll for you when  some otherwise hidden threat is heading toward your character.  &amp;lt;br&amp;gt;The difficulty for this roll depends upon the immediacy  of the danger; a distant, abstract sort of danger (like a plot to  kill you) is far harder to sense than an onrushing disaster (like  a sniper’s bullet), and would thus have a higher difficulty (say,  difficulty 10 for the plot, difficulty 6 for the bullet). A simple  success would tell you that something’s wrong, while a large  number of successes could pinpoint the nature and location  of the threat.  &amp;lt;br&amp;gt;Your Storyteller, of course, is under no obligation to give  you objective details about that threat. She could be as vague  as “A chill tightens across your scalp,” with perhaps a hint of the  direction and nature of the danger’s source (“A sudden metallic  clicking sound echoes in from behind your right side. What do you do?”).   'Ref: M20 BOS, 69''&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You excel at taking risks and have a talent for surviving them. When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Dark Triad&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.&amp;lt;br&amp;gt;'''A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls'''. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.&amp;lt;br&amp;gt;Despite its obvious power, '''this Merit contains a significant&lt;br /&gt;
story-based downside''': Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting&lt;br /&gt;
roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements sidebar, (M20 Ann, p. 649) ''Ref: M20 Ann, 643''&lt;br /&gt;
|-&lt;br /&gt;
|Destiny&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Detached&lt;br /&gt;
|4 &lt;br /&gt;
| Mortal+&lt;br /&gt;
| The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Determined &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Direction Sense &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nationality &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dual Nature &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drahma's Voice &lt;br /&gt;
|4 - 6 &lt;br /&gt;
| Akashics&lt;br /&gt;
| ''Ref: Tradition Book: Akashic Brotherhood, Revised 59''&lt;br /&gt;
|-&lt;br /&gt;
|Double-Jointed|| || || Use '''Hyperflexibility''' instead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E - G ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Early Adopter &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eidetic Memory &lt;br /&gt;
|2&lt;br /&gt;
|Merit&lt;br /&gt;
|You remember, with perfect detail, things you preceive (see, hear, feel, smell, taste). Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions, you may need make a '''Perception + Alertness roll (difficulty 6)''' to summon enough concentration to absorb what your senses detect. ''Ref: M20 BOS, pg 44'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting Feature&lt;br /&gt;
| 2&lt;br /&gt;
|Physical&lt;br /&gt;
|Replaces such merits as Enchanting Gaze, Soothing Voice, Graceful, and other similiar Merits. Reduce your social roll difficulty by -2 in feats that require using that feature.&amp;lt;BR&amp;gt; IF your mage uses their Enchanting Feature as part of their magical focus, Then count this Merit as a Personalized Unique/Specialized Instrument. On the plus size, this allows you to reduce certain casting difficulties by -2. On the not so good side, your mage might get their eyes gouged out, vocal cords cut, or their face horribly marred.  &amp;lt;br&amp;gt; ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Expert Driver&lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You were born to drive like a demon where ever the road takes you. All your driving-roll difficulties are reduced by -2.&amp;lt;br&amp;gt;''Ref: M20 BOS, pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Eye for a Bargain &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Faerie Affinity  &lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&amp;lt;br&amp;gt;*restricted*&lt;br /&gt;
|Fae beings like you. Drawn by an ineffable appeal, they  seek you out and share secrets with you that few mortals even  comprehend. System-wise, you lower the difficulty of your social  rolls by -2 when you’re dealing with changelings and related  entities; in return, changelings reduce their difficulty by -2  when they attempt – through whatever method – to obtain  Glamour from you, or to enchant you so as to bring you into  their ephemeral realm. Story-wise, the Fae tend to favor you  over other mortals, even when your temperaments would seem  to be at odds with one another. A gruff Nocker, for example,  normally has no use for frivolity… but in your case, you silly  Cultist, he’ll make this one exception!  &amp;lt;br&amp;gt;'''Technomancers, being considered “banal” in the eyes of  the Fae, may not purchase this Merit. Even if they don’t be long to the Technocratic Union, the presence of such mages is  metaphysical poison to the Dreaming Ones.'''   ''Ref: M20 BOS, 68'' '''(There will not have an open Changeling Sphere, this merit will apply to NPCs in stories.)'''&lt;br /&gt;
|-&lt;br /&gt;
|Fae Blood&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural &amp;lt;br&amp;gt;*Restricted*&lt;br /&gt;
|Your veins pulse with the enigmatic blood of the fae.  Although not a full changeling, you possess a distant tie to the  Dreaming by way of your strange heritage. In '''Changeling: The  Dreaming''' terms, you’re ''kinain'': a mortal human related to their  kind. Your Banality rating is low (no higher than 4, and often  lower than that), and you remain permanently enchanted in  the sense that you perceive, and are affected by, the changeling  world. As a default member of that eldritch fellowship, you  also tend to get swept up in their odd intrigues, and know an  uncomfortable amount about their hidden world. &amp;lt;br&amp;gt;'''This Merit is forbidden  to technomancers of all kinds. Their Banality is too high to  sustain this gift of the blood.''' ''Ref: M20 BOS, 74''  &amp;lt;br&amp;gt;'''Changeling Sphere will never be open, but this merit could be useful if NPC fae are introduced into stories.'''&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reader &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favor&lt;br /&gt;
|1 -3&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage… or helped a vampire prince… or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The value of this Merit depends upon the value of that favor. &amp;lt;br&amp;gt;1pt --Minor acts of benevolence&amp;lt;br&amp;gt;2pt -- significant&amp;lt;br&amp;gt;3pt -- a life-debt is worth three.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent.  Long-lasting assistance would be counted as a Background like Mentor or Patron. ''Ref: M20 BOS, 54''&lt;br /&gt;
|-&lt;br /&gt;
|Feral Appearance&lt;br /&gt;
|1&lt;br /&gt;
|Physical- shifter only&lt;br /&gt;
| Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Fetish ||5 - 7 || Kinfolk|| You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. &amp;lt;br&amp;gt;5pts -- equals a Level One fetish&amp;lt;br&amp;gt;6 pts -- a Level Two fetish&amp;lt;br&amp;gt;7pts -- a Level Three fetish. &amp;lt;br&amp;gt;If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. ''Ref: WW20 Ann, 383''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''In the rare instance a Fetish is gained during a staff-ran plot and the owner does not have Gnosis Merit as well, put in a +job for staff. This may generic a nice little side plot.'''&lt;br /&gt;
|-&lt;br /&gt;
|Flexible Job&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flirty&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flow of Ki, The ||3||Supernatural|| You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Force of Spirit||2||Supernatural|| The light of your soul is evident to those round&lt;br /&gt;
you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. '''You must be able to store Quintessence in your own pattern to be eligible for this Merit.'''  ''Ref: M20 Sorcerer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Funny&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gall&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and&lt;br /&gt;
you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin (in general, peers) respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. ''Ref: WW20 Ann, pg 382''&lt;br /&gt;
|-&lt;br /&gt;
|Gnosis ||5 - 7 || Kinfolk ||More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. ''Ref: WW20 Ann, 383''  '''Kinfolk Only'''&lt;br /&gt;
|-&lt;br /&gt;
|Ghoul&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|The blood of vampiric Kindred has made you something  more than human. Willingly or otherwise, you have supped  on a vampire’s blood, and although you’re probably not blood bound to her service any longer (unless you are), that creature’s  unnatural vitality has become your own. Trouble is, you need  more vitae to sustain your uncanny abilities… and, as many  mages have discovered, such blood is exceedingly addictive. &amp;lt;br&amp;gt;A ghouled character ages very slowly, gets one automatic  success on any Strength-based roll, and inflicts one extra die  of damage with all hand-to-hand, non-magickal attacks. (If  your chronicle employs Vampire: The Masquerade rules, your  character also has a blood pool, one dot in Potence, and the  potential to buy and employ Fortitude, Potence, and an ability  from the initiating vampire’s clan. ''''WE DO NOT USE V:TM''')&amp;lt;br&amp;gt; That’s the good part; the bad parts involve the constant  craving for more vitae, the loss of those supernatural bonuses  after roughly a month without vampire blood, several dots  in Resonance (or the Echoes Flaw, detailed in M20 Ann, pp.  646-647) that reflect the corrupt nature of the undead, and  the obvious drawbacks of hanging around with vampires just  so you can drink their blood.    ''Ref: M20 BOS, 75''&amp;lt;br&amp;gt;'''HOUSE RULE: Mages who take this merit can not progress beyond their chargen level. This Merit can only be taken post-chargen by mortals and mortal+. Mages are expected to &amp;quot;know better&amp;quot; once they hit the grid.'''&lt;br /&gt;
|-&lt;br /&gt;
|Good Credit Rating &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Listener&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Map Reader&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Night Vision&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|TBD&lt;br /&gt;
|-&lt;br /&gt;
|Good Old Boy&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and people tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. '''Shifter Sphere is currently closed. But this is still applicable to the general populace.'''  ''Ref: WW20 Ann, 382''&lt;br /&gt;
|-&lt;br /&gt;
|Good Sense of Character&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Recognition &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Right Hook&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Good Taste &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gossip &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grand Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116'' and ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb&lt;br /&gt;
|1&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Plants flourish from your touch. '''Although they don’t  bloom and grow on contact '''(a wildly paranormal effect which  was part of this Merit’s original form)''', they do attain a healthy  boost when you work with them. Reduce the difficulty of all  non-Arete rolls by -2, and reduce the difficulty of Arete rolls by  -1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise,  your aura pulsates with green vitality, plant matter grows fast  and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common  Merit among Verbena, Bata’a, and other primal mystics, this  could also represent a strange acumen for vegetative biomass  that certain technomancers enjoy  ''Ref: M20 BOS, 67''&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Angel&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A powerful entity is watching over you, providing advice, assistance, and occasional protection when things get ugly.  Such aid is beyond your control (perhaps even beyond your comprehension) and while this “angel” has certainly supported your best interests thus far, there could be a terrible price tag attached to all this help.&amp;lt;br&amp;gt; You think your  angel is of the better sort, but seriously – have  you read the lore about angels? Sweetness and  light are not among their more noted characteristics.  From a Merit perspective, this Trait provides occasional  help from the Storyteller. The nature of said help is entirely up  to the Storyteller, although it should be beneficial in at least the  short term. The help in question should also suit the nature of  the mage and her paradigm, although that suitability might turn  out to be rather ironic – an actual angel, for example, watching over an Infernalist mage, or a nature spirit protecting an avowed  Technocrat. The helpful party waiting for the mage to  “see the light,” honoring an ancient vow to the mage’s ancestors,  leading the protected party toward a new and unexpected Path,  or perhaps setting him up for a final revelation that could be  more terrible than the things the angel has been driving away.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H - I ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Hands of Daedalus &lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate gift for crafting machines and technology. Such devices seem to come to life in your hands, fitting  easily into place and functioning with incredible precision once  you’ve worked with ‘em. Although this gift does not extend  to the ins and outs of software technology, you can work on  computer hardware (assuming that you know what you’re doing)  as naturally as you can tune a ’58 Ford.  &amp;lt;br&amp;gt;From a systems standpoint, any rolls you make to craft, repair,  invent, or otherwise modify mechanical technologies are at -2  difficulty when you’ve got the opportunity to put those Hands  of Daedalus to work. Tech-based magickal instruments (see the  M20 Ann entries for Armor, Devices and Machines, and other  hardware-based technologies) and practices (see Craftwork and  Hypertech in the Focus and the Arts section of M20 Ann, Chapter Ten) function, in your hands, as Personalized Instruments (M20 Ann, pp. 503 and 587-588) once you’ve had a chance to  get familiar with them… and to have them get familiar with you.   ''Ref: M20 BOS, 71&lt;br /&gt;
|-&lt;br /&gt;
|Healthy Cynicism&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hideaway / Safehouse&lt;br /&gt;
|2/4/6&lt;br /&gt;
|Social&lt;br /&gt;
|When you need time to yourself, there’s a place you can  go to that no one knows about except you. It’s small, yeah,  and remote enough that your friends and enemies can’t find  you there. Chances are, it’s a secret apartment or condo, a  distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual  life. It could even be a pocket Realm, accessible only to you  and whomever you choose to share it with, should you be  foolish enough to trust anyone else with this secret hideaway.  Unless you give its location away, however, or wind up getting  tracked to it by a dedicated stalker, this little getaway is your  personal escape hatch. Use it wisely, and be careful when  you come and go!&amp;lt;br&amp;gt;Unlike the Merit: Property (see below), or the Backgrounds:  Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan sive, elaborate, or innately magickal. That said, it’s hidden from  most forms of casual detection. You could combine this Merit  with Property, Node or Sanctum, although those Traits would  need to be purchased in addition to your Hideaway, and their  existence must remain secret from other characters. Chantries  are social by default, and so cannot also become a Hideaway.  This place is stocked up with whatever you would need for a  roughly two-week stay, and may, of course, be stocked up for  longer periods if you bring in additional supplies. Although you  might be traced to your hideaway with magick or other tracking  methods, your little retreat is not linked to you by any searchable  official channels: bills, lease, mail, Internet services, etc. &amp;lt;br&amp;gt; '''Once per story – if events occur which could lead other  people to your hideaway, if you do something that could  reveal its location, or if someone dedicates time and effort trying to track you down – the Storyteller may roll two dice  against difficulty 6. (Yes, this roll is done in secret, so you  won’t know the results.) If that roll gets at least one success,  then your secret remains hidden; one failure means that  someone has gotten a clue but not your exact whereabouts;  four successive failures reveal the location of your hideaway,  and a botch on that roll exposes its location immediately. So  long as you continue to cover your tracks, however, this place  remains yours and yours alone.'''   &amp;lt;br&amp;gt; 2pt - A tiny hideaway. Supplies for 1 person for two weeks.&amp;lt;br&amp;gt;4 pt - For four points, this Merit could also be purchased un der the name Safehouse. In this case, it’s a secured getaway  that features better facilities and protections than a typical  Hideaway. Its store of supplies can provide for a dozen or  so people for roughly two months, and the Merit includes  a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a  Hideaway, this area can withstand a minor-league assault,  and features up to three offices /work areas, reinforced  walls, bulletproof glass, and a vault-like panic room. This  safehouse also includes a shielded communications array  (-2 to attempts to hack or trace that system), and a simple  but effective alarm and security camera system (again, -2 to  subversion attempts). The downside is that the Merit is not  your property; it belongs to your superiors, and can be taken  away from you if you fall out with the folks who foot the bill  for it. Generally, a Technocrat in good standing with her  superiors can get a Safehouse Merit (or, for especially good  service, be awarded with one), but other mages could obtain  a similar facility as well. &amp;lt;br&amp;gt; 6 pt - For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you.  Enjoy your Batcave, Mr. Wayne!  ''Ref: M20 BOS,pg 55''&lt;br /&gt;
|-&lt;br /&gt;
|Higher Purpose ***&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|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 non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal. ''Ref: Book of Shadows, The 30''&lt;br /&gt;
|-&lt;br /&gt;
|Huge Size &lt;br /&gt;
|4&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re far bigger than usual – possibly over seven feet  tall and /or over 400 pounds in weight. Such large people  stand out in a crowd, and have a hard time literally “fitting  in” to a world built for smaller human beings. Still, your  character’s large build gives him one additional health level,  which counts as an extra level of Bruised when it comes to  wound-based penalties. If he shapeshifts into a smaller form  through Life-based magick, that extra health level goes away.  In his normal form, however, this large character can be quite  imposing and hard to beat.  ''Ref: M20 BOS, 38''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperflexibility&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
| You are &amp;quot;double-jointed&amp;quot;, whether as a result of a medical condition such as Ehler-Danlos Syndrome, magickal augmentation or intense training. Whatever the reason your body flexes in ways most can not.  Reduce your difficulty by -2 for any roll that requires physical flexibility such as escape attempts, contortions, extreme yoga, or butoh dance.&amp;lt;br&amp;gt;''Ref. M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfocus&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Given time and lack of distractions, you can focus your mind to a uncanny extent. For hour spent focusing, without distractions, on a mundane task ('''not''' on a magickal casting) you can add 1 die to your task rolls. Not to exceed 3 dice. This modifier is added to EVERY roll on the task, even extended rolls.&amp;lt;br&amp;gt; '''CAVEAT''': This merit does not help in magickal casting, combat (although a strategy-minded character could hyperfocus on  ''planning'' for a battle, but not on fighting it. ''Ref: M20 BOS,  pg 44''&lt;br /&gt;
|-&lt;br /&gt;
|Hypersensitivity&lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks can not conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure orgasmic ecstacies.&amp;lt;br&amp;gt;Story-wise you easily &amp;quot;fall into&amp;quot; an enjoyable sensation, relishing it to a degree beyond typical human sensitivity.&amp;lt;br&amp;gt;System-wise: reduce the difficulty of Perception + alertness rolls by -2 if you are trying to identify details about a sensation. On the flip side, painful sensations and over-stimulation can trigger paralyzing agonies and intense pain. Whenever you experience a painful sensation without your permission (being flogged, loud music you didn't want to hear, or injured by something you didn't want to be hurt by) you must make a Willpower roll to avoid being &amp;quot;dragged under&amp;quot; or stunned by the pain for a turn or two. The difficulty of this roll is dependent on the annoyance; diff 4 for minor to diff 10 for screaming agony.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Immortal&amp;quot;&lt;br /&gt;
| 5/7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Thanks to some uncanny gift, you age slowly (if at all) and  are extremely hard to kill. This gift comes not from Sphere  magick but from a metaphysical legacy or curse that transcends  the fleeting nature of the flesh. You’re not truly immortal, as  death will probably claim you eventually; by normal standards,  though, you exist outside of the usual range of human mortality.  This Merit features two levels:  &amp;lt;br&amp;gt;• (5 points) You age very slowly – perhaps one year for  every passing decade – and eventually recover (at the  usual speed) from any injuries and illnesses that do  not immediately kill you outright. A wasting disease or  infection, for instance, won’t kill you (though you might  wish it would), but a bullet in the heart would do so.  &amp;lt;br&amp;gt;• (7 points) In addition to the slow-aging process, you’re also  immune to death itself unless you meet your special doom (as  described below) or have your body completely obliterated.  Shooting won’t kill you, poison won’t kill you, starvation  won’t kill you, but being incinerated or dissolved in acid  would end your life for good. Otherwise, your wounds heal  at the usual rate, eventually bringing you back from the  dead… which, if you’ve been buried, embalmed, entombed,  or otherwise trapped could be a very bad thing for you! &amp;lt;br&amp;gt;Regardless of the level of this Merit, you must have at least  one special doom: an event that will kill your ass dead for good.  This doom could involve decapitation, burning of your body,  immersion in salt water, removal of the eternal revivification  unit installed within your heart, and so forth. This doom must  be determined before the chronicle begins, and if it ever befalls  you… well, life was fun while it lasted, right?  &amp;lt;br&amp;gt;This Merit goes well with Traits like the Background: Legend, the Supernatural Merits: Mark of Favor, Nephilim, Spark  of Life, and Twin Souls, or the Supernatural Flaws: Phylactery  and Primal Marks.  It '''cannot be taken in addition to the Merit: Nine Lives''' and, for obvious reasons, this Merit might not be available to player characters within your chronicle at all.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Immunity ****&lt;br /&gt;
| 1 - 16&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Guide to the Traditions 229'' -- Use &amp;quot;Immortal&amp;quot;, above, for now. Still considering if this older merit has purpose in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Independent Income &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Knight&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|In your heart of hearts, you’re a hero. While your companions work toward their own selfish ends, you embody a  higher purpose. This purpose guides you in uncanny ways that  feel, at times, as if you’re being moved by a force greater than  yourself – a noble force, naturally, but one that transcends even  your personal Enlightenment. In dreams, you see yourself as a  Warrior of Reason, a Champion of Truth. A paladin. A genius.  A knight of everything that is worth defending.  &amp;lt;br&amp;gt;Intended more for Technocratic operatives and skeptical  technomancers than for mages who accept reincarnation as a  metaphysical truth, this Merit grants you special gifts when it  seems like all hope has been lost. These gifts allow you to… &amp;lt;br&amp;gt;• access Traits you don’t possess, as per the Background:  Dream (at a rating of 5) but without entering a trance; &amp;lt;br&amp;gt;• add five temporary points to your Willpower Trait, to  use during that “hope is lost” crisis;  &amp;lt;br&amp;gt;• …and perhaps recall things from a previous life that the  character could not possibly have known – a language  she does not know, an escape route in a place he’s never  visited, a person they’ve never met before, and so forth. &amp;lt;br&amp;gt;These boosts last only through the current scene, but  include a burst of vitalizing energy and a sense of your inner  hero coming through to save the day again. &amp;lt;br&amp;gt; This isn’t the sort of thing you talk about, of course, especially  not if you’re an agent of the Technocratic Union. The benefits,  though, cannot be denied, even if their source is clearly… well,  improbable, at best. And while this Merit was originally created  for the sourcebook Guide to the Technocracy, any mage with  a sense of higher purpose can take it. Just remember that the  biggest difference between a knight and a murderer is the side  of his sword you happen to be on at the time.   ''Ref: M20 BOS, 75''&lt;br /&gt;
|-&lt;br /&gt;
|Inner Strength&lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|Innocent&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|If you've done something wrong, you are the last to be blamed, unless evidence of your wrongdoing is brought forward. This does not mean you are &amp;quot;an innocent;&amp;quot; everyone simply assumes you are. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Inoffensive to Animals &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Insensate to Pain&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
| Nothing hurts you till it kills you. Okay, it probably does hurt but not enough to slow you down. Wound penalties do not affect your character at all; until they die, you usually function with with full dice pools intact. This Merit does not change the way you take damage, but it radically changes the way damage affects your ability to get things done. There is a downside to this merit. Pain tells us something is wrong. Without being able to pain you are likely to do things like burn yourself by accident, walk on broken legs, and notice cuts only when the blood has seeped through your clothing. Although pain won't slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed leg, broken skull, gouged out eyes, etc) supersede your usual dice pool to penalties. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Internet Savvy &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|Even by Awakened standards, you have a formidable Will. When you make up your mind and dig in your heels against mental influence, you determinations is hard to break. Add 3 dice to your Willpower rolls whenever you face a challenge to your convictions, or resists attempts at Mind Magick, torture, exhaustion, and other debilitating attacks. &amp;lt;br&amp;gt;If the character ever crosses paths with a Vampire or other mind-controlling entity, he can shake off the effects of such assaults by '''spending''' a single Willpower. ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J - L ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Jack Of All Trades &lt;br /&gt;
|3&lt;br /&gt;
|Mental&lt;br /&gt;
|You have a little knowledge about a lot of things. If making a roll on a Skill (not a Talent) you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.  ''Ref: M20 BOS, pg 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Judge's Wisdom&lt;br /&gt;
|4&lt;br /&gt;
|Mental&lt;br /&gt;
|You've mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgement, and the attacks based of heart-twisting fiends have little hold on you.&amp;lt;br&amp;gt; Rule-Wise, you remain IMMUNE to MIND- and LIFE-based effects that INFLUENCE EMOTIONS, and can shrug off vampiric Discipline of Presence unless the vampire has 6 dots in that discipline. Emotion-based from any other Supernatural race do not affect you. However you can still be possessed, mind-controlled, enchanted, etc as long as the effect is NOT EMOTION-BASED  ''Ref: M20 BOS, pg 46''&lt;br /&gt;
|-&lt;br /&gt;
|Lack of Scent||2||Physical||You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.  ''Ref: WW20 Ann, 472'' &lt;br /&gt;
|-&lt;br /&gt;
|Laid Back Friends &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Attribute&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Gifted with the strength of Shango or the beauty of Lucifer,  you may exceed the human capacity for one Attribute Trait.  &amp;lt;br&amp;gt;That Trait is not automatically higher than usual (you still need  to spend points to raise the favored Attribute), but you may  purchase up to six dots in a given Attribute for your character,  exceeding the usual limit of five dots. &amp;lt;br&amp;gt;Beyond that higher maximum, you also get one heroic  capability that’s linked to that Attribute. The Shango-strength  mage might always inflict at least one health level of damage  with hand-to-hand blows, while the Luciferian seducer could  score an automatic success whenever he tries to charm someone  who ought to know better. These bonuses are always subject  to Storyteller approval, however, and they don’t kick in until  you reach six dots in the given Trait. Not even Lucifer, after  all, possessed his full charm when he was just a little devil… ''Ref: M20 BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Language||1||-||Use Linguistics skill  and associated language rules. 	[[+help:Language|Language help]]&lt;br /&gt;
|-&lt;br /&gt;
|License to… ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Guide to the Technocracy 165''&lt;br /&gt;
|-&lt;br /&gt;
|Light Sleeper &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|Also known as Seldom Sleeps in WW20.  Four hours a night is generally good for you.  Though you can enjoy longer periods of sleep. But when the shit hits the fan you are up and ready, able to get by on cat-naps and the occasional light snooze. You tend to wake up at the slightest sound or change around you as well.''Ref: M20 BOS pg 37'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. ''Ref: WW20, 476'', ''DtFPG pg 77''&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Calculator &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|Your head is a calculator of impressive capacity. This Merit allows you to reduce the difficulty of math- and calculation-based rolls by -2. Simple calculations take no time at all. More complex ones may require a turn or more. Obviously, your character needs access to the proper data before they can work out the calculations. This merit can not reduce the difficulty of magick-casting rolls. &amp;lt;br&amp;gt;''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Local Hero&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| You’ve done great things for your community, and people  love you for it. You might have cleaned out the resident drug  dealers, defied slumlords, established a halfway house or a  center of worship – whatever it was that you did for the Masses,  you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of  thanks from the people you have helped. &amp;lt;br&amp;gt; &lt;br /&gt;
Also known as '''Folk Hero''', this Merit reflects your pop ularity among the local Sleepers. You reduce the difficulty of  your social rolls by -2 when you’re dealing with the people of  your community, and receive constant aid and respect from  those people whenever you need them. The catch, of course,  is that you must live up to your heroic reputation; turn your  back on these grateful souls, or take their goodwill for granted,  and you’ll be “yesterday’s hero” in no time.  ''Ref: M20 BOS,pg 58&lt;br /&gt;
|-&lt;br /&gt;
|Long-Distance Runner ||3 ||Physical||Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina.  You must have at least four dots in Stamina to purchase this Merit. ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty &lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|You’re especially devoted to a certain cause, group, creed  or person. When someone tries to turn you against the object  of your loyalty, you receive a two-die bonus to your dice pool  when resisting that attempt with your Willpower. If the assault  uses your Willpower Trait as the difficulty for the attack, then  your attacker adds +2 to her difficulty while striving to under mine your loyalty. (See the feat Resisting on the Dramatic  Feats chart in Mage 20Ann, p. 403, and the Mind Sphere entry in the same book, p. 519.)  &amp;lt;br&amp;gt;Naturally, you must define the source and reasons for your  devotion when you select this Merit. Such loyalty will influence  many of your roleplaying choices too – your friends, enemies,  priorities, magickal focus, and other things besides. For extra  fun (ha ha), you can complement this Merit with the Flaw:  Conflicting Loyalties, described below.  ''Ref: M20 BOS, pg 53 ''&lt;br /&gt;
|-&lt;br /&gt;
|Lucky&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Lady Fortune has a thing for you. As a result, you may  re-roll a failed die roll (botches included) up to three times per  story (not per session). Each do-over may be rerolled only once,  so don’t push your luck too far.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M - N ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Magic Resistance &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Avatar&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural- mage only&lt;br /&gt;
|For most mages, the Avatar remains a mysterious figure,  goading them from the sidelines and appearing primarily  within a Seeking or during other moments of intense stress.  For you, however, the Avatar is a vibrant presence in your  life, as real to you as anyone else. Essentially a character in  its own right, this manifested Avatar interacts with you on  an almost daily basis. In certain situations, it might interact  with other people, as manifestly real as any other person in  your world.  &amp;lt;br&amp;gt;The Manifest Avatar Merit embodies the Avatar as a full  character under the Storyteller’s control. On its own, this  Merit reflects that Avatar as a person who only the associated  mage can see, hear, and interact with on a physical level; in  conjunction with the Background: Allies, however, the Avatar  becomes a character that everyone can see, hear, and feel. In  both cases, the Avatar may come and go as it pleases, bound  only by the physical laws with which it chooses to be bound.  The physical Avatar’s shell can be injured or killed, but that  in itself does not kill the Avatar – merely its body. For obvious  reasons, that solid Avatar should have a guise that won’t be  too vulgar or bizarre for the Consensus to endure – a cloaked,  whispering figure, perhaps, but not a screeching, tentacled  monstrosity. The manifested Avatar’s Traits depend upon the  value of the Allies Background, as well as the physical form of  that incarnation. An equine or lupine Avatar, for instance, will  have different Traits than an Avatar that manifests as a crow,  shadow, mirror, or child. ... &amp;lt;br&amp;gt;...Unless either the mage or the Avatar announces its  true identity, other characters don’t usually think that your  manifested Avatar is anything other than what it appears to be.  Mages or Night-Folk who can see auras or souls might catch  on, but most other folks remain clueless.   ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mark of Favor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A godlike entity has claimed you as its own, and has  stamped your features with evidence of that claim. You might  have the bushy red hair and sly eyes of Reynard the Fox, the  hearty temper and brawny build of Thor, the compassionate  fury of the Christ in your eyes, or Legba’s lame leg and penchant  for corncob pipes and tobacco. Folks who understand the lore  of your associated god-form recognize this Mark of Favor, and  even those who don’t know who you’re marked by realize that  there’s something special about you.  &amp;lt;br&amp;gt;An excellent companion to the Background: '''Legend''',  and already an element of the Background: '''Totem''' this Trait provides a recognizable  connection to a renowned god-form. Whether or not this  actually is a sign of divine favor, of course, depends upon your  Storyteller’s preferred theological metaphysics. As far as your  character is concerned, it totally is. Note that such favor isn’t  always a happy thing; mythology is full of people who shared  dysfunctional relationships with divine parents and patrons!  &amp;lt;br&amp;gt;When dealing with people who recognize the Mark and  respect the deity that bestowed it, you subtract -2 from the dif ficulty of related social rolls. Opponents of your divine patron  consider you an enemy, and although intimidation-style rolls still  receive the -2 reduction in difficulty, rolls that attempt to get on  the good side of such people add +2 to the difficulty instead.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Fire ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Spirit Ways, The 103&lt;br /&gt;
|-&lt;br /&gt;
|Master of Red Tape &lt;br /&gt;
|4&lt;br /&gt;
|Social &lt;br /&gt;
|A savant of bureaucracy, you slash your way through  official obstructionism. When red tape unspools across your  path, you know who to talk to, which forms to fill out, and  where the loopholes are. A few calls to the right people, and  official obstacles disappear as if by magic(k). After all, it’s not  what you ask for but who you ask, and how. &amp;lt;br&amp;gt;When faced with the near-inevitable morass of bureaucra cy, subtract -2 from all difficulties that involve dealing with the  system.&amp;lt;br&amp;gt; To use this Merit, you need to decide what you want  to accomplish and how you want to go about doing that. Your  character makes the requisite calls to the requisite people, and  the dice determine the rest. Backgrounds like Alternate Identity,  Backup, Certification, Contacts, Influence, Rank, Requisitions,  Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds  might feature red tape if the Background in question comes from  a larger organization. Although it’s most helpful for members of  the Technocratic Union, any modern mage can find this Merit  useful. Hermetic Chantries are infamous for byzantine bureau cracy, and the courts of classical China pretty much invented  such things, making this an appropriate Merit for Wu Lung and  certain monastic Akashayana.   ''Ref: M20 BOS pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
|You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. ''Ref: M20 BOS pg 43'' and ''WW20 Ann, 475''&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You possess an unnerving affinity for the Restless Dead…  or perhaps it’s that they possess an unnerving affinity for you.  Although you cannot actually see ghosts unless you have at least  one dot in the Spirit Sphere, those ghosts can talk to you, and  you can talk to them. A successful Perception + Awareness roll  allows you to sense their presence even if you can’t see or hear  them nearby, and your aura shines faintly like a spirit-beacon  in the Shadowlands. As a result, the dead tend to favor you  (unless they’re trying to kill you), and can become quite chatty  if they have something to say. Given how deeply mages prize  information, such chattiness can be rather helpful and occa sionally life-changing. &amp;lt;br&amp;gt;Because “chatty” can quickly become “obnoxious,” this  Merit is a double-sided blade. You reduce the difficulty of your  social rolls by -2 when dealing with ghosts, and may perceive  things that the living normally cannot understand. The things you perceive, though, aren’t always pleasant, and – seeing as  how ghosts tend to stick around because they have unfinished  business to attend to – the dead can get downright annoying  with their requests.    ''REf: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Media Junkie&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Media Savvy &lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|My Master is My Slave&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural-Companions only&lt;br /&gt;
|Everyone things your mage commands you. And everyone is wrong. Though he might indeed believe he's the one calling the shots in this relationship, he's wrong. Better still, he gets the blame for whatever it is you choose to do, and through he'd like to ''think'' he can take you down if need be, you possess enough leverage (of one form or another) to ruin him if you so choose.&amp;lt;br&amp;gt; Obviously, this Merit applies only to situations where an Awakened mage has a familia, a servant, a retainer, a child, a ward, or else some other sort of apparently dependent character for which he is responsible. That mage has you as Background character, and you dutifully fulfill that role when it suits your purposes to to so. You've got your own agendas, though, and the power dynamic lets you get away with them unless you're really careless about your true intentions. To keep the upper hand, you'll have to clever; that said, you can be a real prick behind closed doors. Your mage considers you a useful burden, but ''he's'' the useful one here and once you've gotten what you wanted from this relationship, you'll ditch the burden too. '''(Please don't use this Merit to be a jerk to your fellow players. Consent is awesone. Thank You.)''' ''Ref: M20 G&amp;amp;M, 194''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Aptitude &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Channel&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got an innate affinity with the Otherworlds.  Sliding through from the mortal realm to the Three Worlds is  easier for you than it is for other Awakened folk. System-wise,  you subtract -2 from the difficulty of your rolls to penetrate  the Gauntlet. Story-wise, crossing over feels, to you, like a  primal sort of homecoming, as if you exist between worlds  on an elemental level.    ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Leader &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.  ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Linguist &lt;br /&gt;
|2&lt;br /&gt;
|Mental&lt;br /&gt;
|  You have a flair for languages.You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add 3 dice to any Dice Pool involving languages (both written and spoken). This Merit does not add any dice to magick-casting rolls when using Language as an instrument. ''Ref: M20 BOS, 45'' and ''WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Natural Runner &lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Shapeshifter&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| Guided by an innate affinity for metamorphosis, you  can change your shape more easily than most mages do.  Such changes still demand the usual Life Sphere Ranks and  Effects, but your difficulty for such rolls is reduced by -2  (the usual limits apply), and you don’t need to worry about  losing yourself in the new form. Such talents don’t necessarily link  you to the Night-Folk, although this Merit fits in well with  Fae Blood or Shapechanger Kin (and the Mental Flaw:  Feral Mind, as well; see p. 52). The gift does not, however,  affect your ability to change other people’s shapes in any  way. Such talent works for you alone.  ''Ref: M20 BOS, 71''&lt;br /&gt;
|-&lt;br /&gt;
|Nephilim /Laham&lt;br /&gt;
|7&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Long ago, it has been said, immortals walked the earth, siring offspring whose descendants still live among us now. The Hebrew Bible refers to them as nephilim, an ambiguous word that seems to be related to root words for “fallen,” “prisoners,” and “overseers.” Later transliterations refer to them as giants, monsters, watchers, and the fallen (or violent) ones. Were they gods? Angels? Demons? Not even the Awakened know for sure; you, however, have a bit of High Umbral essence within you, and this nephilim inher-itance – known sometimes by the demon-blooded name of laham – marks you as something more than merely human (Awakened or otherwise).&amp;lt;BR&amp;gt;A living crossroads between the Astral Realm and the mortal world, you exist in a heightened state of spiritual essence. Your aura burns with unearthly intensity, and your presence frightens many Otherworldly denizens. Your connection to High Umbral entities might involve a distant relationship to primordial sires, or the far more recent ac-tivities of mortals and spirits who shared a distinctly carnal relationship. (“Mom, seriously – I need to know the truth about Dad”) Are you part-demon? Descended from an angel? Sired by an entity whose nature transcends mortal concepts like “good” and “evil”? You probably don’t even know, although events in your chronicle might reveal the truth whether you want to learn it or not. System-wise, this Merit confers the following drawbacks and benefits: &amp;lt;br&amp;gt;• As noted above, your aura blazes with inhuman clarity and brilliance.&amp;lt;br&amp;gt;• Your temperament favors your Umbral ancestor, and you tend to act accordingly.&amp;lt;br&amp;gt; • You must take at least three points’ worth of Physical Flaws to reflect the unstable nature of your physi-cal form and the surging metaphysical energies it  contains. These Flaws do not count toward your total Flaw points, nor do you get points for taking those Flaws.&amp;lt;br&amp;gt; • Those energies give you a Quintessence rating of 7, and those points automatically refresh up to that seven-point maximum each time you go to sleep, regardless of your Avatar rating. &amp;lt;br&amp;gt;•  Resonance: you begin play with three points in Resonance, not one. &amp;lt;br&amp;gt; • You subtract -1 from the difficulties of your casting rolls when you cast Effects using the Mind Sphere, the Spirit Sphere, or both in relation to the High Umbra. If, for example, the demon-blooded laham mage Jenatrix wanted to read someone’s mind, her casting difficulty would be normal; if she wanted to project her astral self into the High Umbra, however, she’d reduce the difficulty by -1.&amp;lt;br&amp;gt;• You can travel physically into the High Umbra by using a Mind 4 /Spirit 3 Effect.&amp;lt;br&amp;gt;• When attempting to intimidate, command, or bargain with High Umbral entities, you add two dice to which-ever dice pool you happen to be using in that attempt.  Despite your advantage, however, using your uncanny heritage as leverage will not exactly endear you to the entities in question. In such negotiations, it’s generally more constructive to use a carrot than a stick. &amp;lt;br&amp;gt;• On a related note, you suffer a penalty of +2 to the dif-ficulty of your rolls to resist, soak or counter rituals cast by Hermetic High Ritual wizards or Awakened clerics from the Jewish, Muslim, and Christian denominations. These folks have spent millennia studying your kind, and be ye angel or be ye demon, they know how to deal with you more effectively than most mages do. (By rituals, we’re referring to extended-roll ceremonial magicks, not off-the-cuff spells. Your chances are as good as anybody else’s if a wizard tosses a lightning bolt at you; if he draws up a summoning circle, though, you’re kinda screwed.) &amp;lt;bR&amp;gt;• At the Storyteller’s option, you may also receive up to seven points in the Advantages described in Mage 20, p. 658 (and expanded further in the Mage 20 sourcebook Gods, Monsters &amp;amp; Familiar Strangers). Demon-blooded laham characters may, instead, take up to seven points in the demonic Investments described in the '''Mage: The Sorcerers Crusade sourcebook Infernalism: The Path of Screams''' or the '''Mage 20 supplement The Book of the Fallen'''. In either case, these additional and optional benefits get balanced out with a five-point Derangement Flaw of the Storyteller’s choice (see Mage 20, pp. 648-650). &amp;lt;br&amp;gt;Although the player might not know what sort of entity her character is descended from, the Storyteller ought to de-termine the character’s heritage, and then plant clues (dreams, visions, weird greetings from characters who seem to know more about the mage than she knows about herself…) throughout the story. He ought to feed roleplaying notes to the player, too: This Realm seems familiar even though you don’t recall having been here before, You can almost taste the evil in that girl’s soul, Man, you just wanna rip that dude’s throat out and you’re not sure why… The player, of course, can draw her own conclusions – conclusions that might not necessarily be accurate at all. This Merit goes well with Merits like Legendary Attributes, Nine Lives, and Too Tough to Die, Flaws like Immortal En-emy, Primal Marks, or Cast No Shadow or Reflection, and Backgrounds like Cult, Demesne, and Past Life. As with the Merit: “Immortal,” (above) this Trait could be too powerful for player characters to take. Supporting characters, however, could be nephilim-descended, which would make for potent friends and memorable enemies.   ''Ref: M20 BOS, 80''&lt;br /&gt;
|-&lt;br /&gt;
| Nightsight &lt;br /&gt;
|3&lt;br /&gt;
|Physical&lt;br /&gt;
|You can see in near-total darkness. Only the complete absence of light will negate this merit. This merit does not increase your visual capabilities (use Acute Senses for that). Other visual impediments such as smoke or fog, block your sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with Forces Sphere) negates this merit when it involves the dispersal of light itself. Perception + altertness rolls would be required as normal in cases that block your sight.&amp;lt;br&amp;gt; ''Ref: M20 BOS, pg 38&lt;br /&gt;
|-&lt;br /&gt;
|Nine Lives&lt;br /&gt;
|6&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Oh, you lucky bastard! Somehow, you manage to cheat  the Reaper with hair-raising regularity. If a die roll would result  in your character’s death, the person who made that roll must  roll again. If the second roll allows your character to live, then  you and /or your Storyteller mark off one of your nine “lives”  and your character survives the thing that would otherwise  have killed her. If that roll fails, then one “life” gets marked  off anyway and another roll is made. The rolls continue until  either the character survives or the lives get used up. As the  name suggests, however, this Merit lasts only nine times, tops.  And if the final die roll still results in your character’s death…  well, your luck was bound to run out sooner or later anyway. ''Ref: M20 BOS, 79''&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blood&lt;br /&gt;
| 1&lt;br /&gt;
|Physical&lt;br /&gt;
|You are not necessarily linked to any true aristocracy. However on of your features makes you as a descendant of a &amp;quot;royal&amp;quot; family. Such as the Kennedy smile, the Windsor ears, etc. Your distinguishing feature may not be especially attractive (royal families were notoriously inbred), and will mark you out for enemies of the clan in question.&amp;lt;br&amp;gt; This merit might grant you a -2 difficulty on social roles with people that care about such things as aristocracy, or a +2 when dealing with those that don't. Either way, this merit marks an ACTUAL GENETIC connection, not simply a cosmetic resemblance to your family.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37''&lt;br /&gt;
|-&lt;br /&gt;
|Noted Messenger&lt;br /&gt;
|3&lt;br /&gt;
|Social **Restricted**&lt;br /&gt;
|A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be  especially happy to see you. The things you have to say will  be given a certain amount of weight, and your presence may  open doors (literal or otherwise) that would remain shut for  almost anybody else.  &amp;lt;br&amp;gt;That’s the upside; the downside is that you need to behave  yourself (and keep a tight leash on your companions) when  you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that  welcome mat yanked out from under your feet rather quickly.  It should go without saying that breaking a truce while acting  in your official capacity (or even when you’re not!) will trash  your reputation and reflect very poorly on your superiors.  Also… well, some folks really do prefer to kill the messenger  when things don’t go their way. Tread that red carpet carefully. ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O - P ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Officially Dead &lt;br /&gt;
|2&lt;br /&gt;
|Social **TBR**&lt;br /&gt;
|According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death,  or had it faked for you when you assumed a new identity. An  especially '''common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti''', this erasure of your former  life is '''often a required part of service within the New World  Order, Iteration X, and certain Houses of Hermes'''. As far as  your family, government, and old friends are concerned, you’re  six feet under. Naturally, you’ll need to be discreet about your  continued existence if you don’t want that death to become  more permanent.  ''Ref: M20 BOS pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Optimistic &lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oracular Ability&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural *restricted*&lt;br /&gt;
|Everything, to you, has a richer significance than it might  otherwise appear. The flight of birds, the fall of cards, the  patterns of sand after a wave, a spatter of sacrificial blood…  in your eyes, they’re all clues to the Universal Mystery.  You’re good at deciphering such clues, and so while many  enigmas remain unanswered, you often spot insights that  other people – even mages – fail to see.  &amp;lt;br&amp;gt;In game terms, you can make a Perception + Awareness  roll (difficulty 7) whenever the Storyteller feels you’re in  a position to perceive a hidden message in apparently  random phenomena. If you do spot what appears to be  a message, you can make a second roll of Perception +  Esoterica (or Occult, whichever is higher) to see if you  can interpret the message you think you see. The difficulty of this interpretation roll depends on how random  the phenomena is; a deck of cards, for instance, is less  random (difficulty 6 or 7) than a scatter of crow feathers  (difficulty 8 or 9), and so is better suited for divination  purposes. This doesn’t mean you can’t read that scatter  of feathers, only that doing so is more challenging than  interpreting a deck of cards! &amp;lt;br&amp;gt;A successful interpretation roll wins a vague yet potentially  valuable answer from the Storyteller – couched, of course, in  symbolic metaphors and wide-open meanings. ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Paid Mortgage&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Parlor Trick&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve honed a special trick – a simple, specific, non-com bat application of your Arts – which you can perform without  making a casting roll. Such tricks include things like conjuring  a business card, stirring a pot without touching the spoon (or  the pot), igniting your cigarette without lighters or a match,  producing a small amount of light without mechanical contrivance, changing your hair color with a shake of your head, and  so on. To a Sleeper, these tricks look like something a normal  person could do with a mysterious bit of skill. You, of course,  realize that the skill in question is not quite what they think it is. &amp;lt;br&amp;gt;Three important rules govern this Merit: &amp;lt;br&amp;gt;• It cannot be a feat with direct damage-producing combat  applications (though a “light your cigarette” trick could  also work with a stream of flowing gasoline). No popping  claws or conjuring firearms! &amp;lt;br&amp;gt;• It must be a quick, simple action that a Sleeper witness could explain away as practiced sleight of hand. &amp;lt;br&amp;gt;• These tricks are limited to things you could do with  Sphere Ranks 1 to 3, apply to only one specific trick (con juring a rose, say, not conjuring anything that’s roughly  rose-sized), and you must have the Spheres necessary to  perform the feat in the first place. This Merit does not  allow you to cast Effects above your normal abilities! &amp;lt;br&amp;gt;Each trick costs three points, and must suit your character’s  metaphysical focus. You can take this Merit up to three times,  total. Obviously vulgar feats (making yourself disappear in broad  daylight) are prohibited. ''Ref, M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Past Life Mage &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Past Life &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Path Natural&lt;br /&gt;
|5&lt;br /&gt;
|Mortal+&lt;br /&gt;
| 'You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience, rounded down, to advance to higher levels or to learn rituals for that Path. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Pawns ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''Ref: Horizon: Stronghold of Hope 116''&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Glare&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|People Person &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Balance &lt;br /&gt;
|1&lt;br /&gt;
|Physical&lt;br /&gt;
|'''Use Catlike Balance instead'''  ''Ref: WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Liar &lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Oh ''gods'', you’re good at lying! Falsehoods slide from your  tongue like water off a vine leaf, and even the folks who know  you well tend to be taken in when you start talking. You also  lack the usual “tells” that betray a liar: your vital signs remain  stable, your eyes don’t twitch, and your voice never falters.  Unless someone is outright reading your mind (as in, using  Mind-Sphere magick or some other paranormal power), you still  often appear to be telling the truth; even then, the mind-reader  might assume that you at least believe you’re telling the truth!  &amp;lt;br&amp;gt;Story-wise, people usually believe what you say when you’re  lying about small, casual things that are not immediately, obvi ously false. With regards to the dice, reduce the difficulty by -2  when you’re trying to lie about something important. Again,  this Merit will not alter auras or change the thoughts in your  head, although those folks who can’t actively monitor your soul  will be inclined to give you the benefit of the doubt. (Suckers…)   ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Physically Impressive&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
| You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. Add 2 dice to any Intimidation roll. People may find you unnerving or dangerously attractive even when you aren't trying to be impressive.&amp;lt;br&amp;gt;''Ref: M20 BOS pg 37 and WW20 Ann, 472''&lt;br /&gt;
|-&lt;br /&gt;
|Pillar of the Community &lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pitiable&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Oh, you poor thing! People want to help you, and you’re  willing to let them do so. Although this Merit lowers the  difficulty of your social rolls by -2 when you’re trying to get  someone to take care of you, it adds +2 to the difficulty of rolls  that attempt to intimidate people or otherwise impress folks  into taking you seriously.  ''Ref: M20 BOS, pg 54'' and ''WW20 Ann, 479''&lt;br /&gt;
|-&lt;br /&gt;
|Poison Resistance &lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Toxins may sicken you, but probably won't kill you. Although magickal poisons might be an exception to the rule. You can shake off the effects of natural and synthesized poisons. Add 2 dice to your Stamina roll to resist. You could woozy, or seriously ill, but you probably won't die. Although it works against toxic bacteria, this Merit does not protect from disease spread by viruses, genetic conditions, and so forth. Also grants the 1 dot version of Alcohol/Drug Tolerance Merit. ''Ref: M20 BOS, pg 37 ''&lt;br /&gt;
|-&lt;br /&gt;
|Poker Face&lt;br /&gt;
|2&lt;br /&gt;
|Physical&lt;br /&gt;
|Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might make the corner of your mouth twitch. This doesn't mean you don't feel anything, that's the Mental Flaw: Icy.  Instead, you simply -appear- to be eternally calm. (Inside you could be screaming!)  Reduce the difficulty of Intimidation, Subterfuge, and resistance-to-subterfuge rolls by -2, WHILE also ADDING +2 to the difficulties of anyone trying to get under your skin, or rattle your cage. Applies to attempts to read, seduce, torture, or otherwise get past your Poker Face. ''Ref: M20 BOS pg 38''&lt;br /&gt;
|-&lt;br /&gt;
|Powerful Ally &lt;br /&gt;
|5 - 8&lt;br /&gt;
|Supernatural&lt;br /&gt;
| You’ve got seriously badass friends – a vampire lord, a faerie  noble, a werewolf pack, Umbrood courtiers, or other similarly  magnificent entities. In most respects, this is the Supernatural  Companion Merit but with a much higher power-level… a  level which might be beyond the capacity of mages below the  Master rank. And while the Storyteller determines who your  friends are, what they can do, and what they want out of their  relationship with you, the value of this Merit depends upon  their relative benefit to you:  &amp;lt;br&amp;gt;• (5 points) One buddy of considerable power and in fluence within his community – a Prince of the City, a  Garou elder, and so forth.  &amp;lt;br&amp;gt;• (6 points) A small group of Supernatural Companions (five or so), or an especially powerful representative of  his kind.  &amp;lt;br&amp;gt;• (7 points) A larger group of Companions (around a  dozen), or two or three powerful friends.  &amp;lt;br&amp;gt;• (8 points) Over a dozen Companions, a handful of  powerful friends, or one ally of near-godlike power.  &amp;lt;br&amp;gt;Again, the Storyteller decides who these allies are, why  they’re interested in your goodwill, and what the cost of their  aid might be. You get nothing for nothing, after all, especially  not when such beings are involved! For a commensurate level  of enemies, see the Flaw: Immortal Enemy, p. 93.  ''Ref: M2- BOS, 77''&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Also known as '''Reputation''', this Merit reveals you as an  honored personage within your Tradition, Convention, Craft,  or another sort of sect. Among your peers, you add three extra  dice to all social rolls used to influence folks within that group.  Story-wise, allies of your group will tend to like you, and rivals  or enemies will tend to… not.  &amp;lt;bR&amp;gt;When you first select this Merit, decide upon the source  of this prestige. Perhaps you earned it through deeds before the  chronicle began, or won the Merit in place of experience points.  It might represent an honored lineage to which you belong,  or reflect a glorious mentor whose rep rubs off on you. Either  way, folks expect great things of you, and usually defer to you  so long as you live up to the reputation you currently enjoy.  &amp;lt;br&amp;gt;For the flipside of this Merit, see the Social Flaw: Infamy. ''Ref: M20 BOS, 56''&lt;br /&gt;
|-&lt;br /&gt;
|Prestigious Mentor&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
| Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better  be able to live up to the fear his name invokes! '''SEE HOUSE RULES ON MENTOR BG.''' ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Property&lt;br /&gt;
|2 - 5&lt;br /&gt;
|Social **Capped at 2pts without staff approval**&lt;br /&gt;
|You’ve got a decent-sized piece of property that, while  non-magickal, is certainly useful: a manor house, a farm, a  nightclub, bookstore, restaurant, grove, and so forth. The  larger and more prosperous the property, the more points  this Merit costs. Elsewhere known as the Merits: '''Nightclub''' and '''Mansion''', this Merit '''demands a minimum rating in the Background: Resources (Per House Rule: any Resources background), as noted below.&amp;lt;br&amp;gt;• (2 points) A relatively small property of roughly 3000  square feet /900 meters, with perhaps – if it’s a business  – a trickle of income that slightly exceeds its expenses.  Examples: a nice house, a comic store, a coffee shop, a  penthouse apartment, etc. Minimum Resources: 3 &amp;lt;br&amp;gt;• (3 points) A rather sweet place with dedicated servants  /staffers, all necessary facilities (sewer, trash, Internet  connection, etc.), and – if it’s a business – an income  that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a  large store, and so forth. Minimum Resources: 4 &amp;lt;br&amp;gt;• (4 points) A substantial location, staffed with skilled  (though mundane) employees and connected to an acre  or two of associated land. Examples: A small office build ing, a family manor, an arena, a school, a medium-sized  farm, a vineyard, a small laboratory, a library, and the  like. At this level, it could also represent several smaller,  two-point Properties as well. Minimum Resources: 5 &amp;lt;br&amp;gt;• (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An  office complex, a stadium, a college, a major laboratory,  a shopping center, an archive, and so forth. This level  could reflect a number of two-point or three-point  Properties, too. Minimum Resources: 6 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although this Merit, by itself, is in no way magickal or hyper tech-equipped, your Property could provide the base of operations  for the Backgrounds: Allies, Backup, Chantry, Cult, Library,  Node, Resources, Retainers, Sanctum, and even Spies. (Baris tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated  manager for the Property, it also demands a certain amount  of time and attention, and quickly falls into disrepair and /or  bankruptcy if you leave it alone for a week or more while jaunting  off on various adventures. Property also tends to attract interest  from parties both mundane and otherwise, especially if there’s  an ongoing rivalry with competing businesses, family enemies,  an archnemesis, and so on. Cops take a dim view of wild stuff  going down on your property, and the insurance costs can be  murder if (read: when) your place gets trashed by extradimensional  entities, HIT Marks, or raging Ascension Warriors. &amp;lt;br&amp;gt;'''Unless they’re part of the Backgrounds: Allies, Backup,  Cult, or Retainers, employees of your Property Merit do count  as Sleeper witnesses with regards to magickal deeds on and around  such properties.''' ''Ref: M20 BOS, pg 56''&lt;br /&gt;
|-&lt;br /&gt;
|Psychic Awareness&lt;br /&gt;
|3&lt;br /&gt;
|Mental &lt;br /&gt;
|Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, their strength, mood, and plans at the moments they passed by. ''Ref: M20 Sorcerer''  '''Sorc/psychic only'''&lt;br /&gt;
|-&lt;br /&gt;
|Punctual &lt;br /&gt;
|1-5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Q - S ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Recognize Garou ***&lt;br /&gt;
|3&lt;br /&gt;
|Mental *restricted*&lt;br /&gt;
|Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. ''Ref: WW 20th'' '''House Rule: Perception + Garou Lore is the roll.  Specifically does not apply to other shifting breeds.'''  '''Supernaturals only'''&lt;br /&gt;
|-&lt;br /&gt;
|Regal Bearing&lt;br /&gt;
|1&lt;br /&gt;
|Social&lt;br /&gt;
|Aristocratic charisma is your birthright. Although you  might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; reduce the difficulty of your Social-Trait rolls by -2 whenever you’re  trying to make an impression, and while certain folks will want  to take you down a few pegs on general principle, most people  are inclined to respect you even if they don’t necessarily like you.  ''Ref: M20 BOS, pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Research Grant &lt;br /&gt;
|2 &lt;br /&gt;
|Social &lt;br /&gt;
|You’ve been given a prestigious grant from a foundation,  an academy, a corporation, or some other moneyed institution.  This stipend frees you from the burdens of a regular job, and  although it’s probably not a large amount of money, it’ll keep  you in rent and ramen for a while… so long as you don’t piss  off your sponsors. &amp;lt;br&amp;gt;This grant also includes a certain degree of privileged  access to archives and facilities that are connected to your field  of endeavor. And yeah – it’s got some strings, too. You need to  report your findings on a regular basis, suck up to the necessary  authorities, and behave in a manner that reflects well upon your  sponsors. In many cases (especially for corporate endowments),  said sucking up includes reporting what your sponsors want  to hear, not necessarily what your research actually reveals.  Failure to please your supporters tends to result in the loss of  said endowment. Isn’t research wonderful?  ''Ref: M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Rising Star &lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
|You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent. ''M20 BOS, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Congregation ***&lt;br /&gt;
|4 &lt;br /&gt;
|&lt;br /&gt;
| Use Cult Background instead&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Sanctity&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|Although you might not actually be innocent, you project  an impression of purity. People trust you even if you’re not  trustworthy, and they’re inclined to think of you as some sort  of paragon. Naturally, this can be an almighty pain in the  ass too. When you get in trouble, though (and you will), the  authorities will almost certainly go easy on you, friends will  aid you, and even strangers may come to your defense because  you couldn’t possibly be guilty of what you’re accused of doing  ''Ref: M20 BoS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Secret Code Language&lt;br /&gt;
|2&lt;br /&gt;
|Social  *banned*&lt;br /&gt;
| Your desired secret code language may be bought as a language instead of this merit. (House Rule)&lt;br /&gt;
|-&lt;br /&gt;
|Self-Confidence&lt;br /&gt;
|5&lt;br /&gt;
|Mental&lt;br /&gt;
|Mages are Confident, you are even more so. When spending Willpower to gain an automatic success, you don't even need to lose the point unless:&amp;lt;br&amp;gt; 1. The only success earned on the roll is from the spent Willpower...or&amp;lt;br&amp;gt;2. the difficulty for that action is 5 or less. This Merit only kicks in in challenging circumstances, and tasks with a difficulty of 5 or less are just too easy to demand help from your self-confidence. ''Ref: M20 BOS, pg 46'' and &amp;quot;WW20 Ann, 476''&lt;br /&gt;
|-&lt;br /&gt;
|Shapechanger Kin&lt;br /&gt;
|4&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Through a distant but noticeable quirk of lineage, you  share a touch of the Changing Blood. In plain English, you’re  related to one of the were-breeds: werewolves, werecats, werecrows, and so forth. This gift does not grant you their powers  or Gnosis, but you probably know a few secrets (in game terms,  Lore Knowledge) about your kin. You remain immune to the  primal-fear Delirium that affects most people in a werecreature’s  presence (not that mages suffer from it anyway); can travel in  the Otherworlds longer than most mortals manage, without  suffering the Disconnection and Acclimation side-effects of such  travel (detailed in M20 Ann, pp. 482-483); and possibly enjoy  some goodwill from your feral family, so long as you haven’t  done anything to piss them off. Their enemies, however, are  your enemies, which makes this an extremely double-edged Merit.   ''Ref: M20 BOS, 74''&amp;lt;br&amp;gt; '''We have no plans to open Shifter Sphere. This merit, however, could come into play when NPC shifters are introduced into stories.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Sight ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| ''Ref: Spirit Ways, The 105''&lt;br /&gt;
|-&lt;br /&gt;
|Socially Networked&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|'''Well-Connected''' on the Internet (as in the Virtual Adept  Merit of that name), you enjoy a high online profile – a web site, at least one blog, more Twitter followers and Facebook  friends than you could possibly meet in Meatspace, and so on.  When you post, folks read, share, and take it seriously. While  this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command  global influence via the World Wide Web. As a result, you’ve  got the sort of influence and resources that most folks cannot  imagine: crowdfunding backers, instant information, places  to crash all over the world if and when you want them…the  details depend upon the sort of presence you maintain and  the people you attract, but they go beyond anything you could  accomplish without the Internet.  &amp;lt;br&amp;gt;Of course, you could fuck things up on a grand scale if  you’re not careful – such attention can backfire on you if you  post the wrong thing at the wrong time – and certain haters  despise you on general principle. Considering that the Internet  is a prime front in twenty-first century reality wars, though,  this sort of network can provide a major edge for your side.   ''Ref: M20 BOS, pg 57''&lt;br /&gt;
|-&lt;br /&gt;
|Spark of Life&lt;br /&gt;
|5&lt;br /&gt;
|Supernatural&lt;br /&gt;
|Blessed with great vitality, you heal injuries  with heroic speed and ease. Your own injuries  from lethal damage heal as if they were bashing  damage and aggravated damage heals as if it  were one level higher than it is. (Wounded-level  damage, for instance, would heal  at the Injured-level rate.) Bashing damage, regardless of its extent,  heals within an hour.&amp;lt;br&amp;gt;If you’re trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply.&amp;lt;br&amp;gt;As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains –  muscle spasms, headaches,  and so forth – within a minute or two.&amp;lt;br&amp;gt;Beyond its healing powers, this rush of life-energy simply feels good (Staff Note: you know that feeling where you just completely relax, that. This does not convey any sense of intimate arousal or sexual connotations), too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevita ble downside, vampires find your blood delicious – twice as potent as normal  human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and  unspeakably refreshing.  ''Ref: M20 BOS, 78''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Magnet&lt;br /&gt;
|3 - 7&lt;br /&gt;
|Supernatural &lt;br /&gt;
|Ephemeral entities flock to your presence. The essence of  who you are – benign or malignant – draws spirits to you, and  they, in turn, affect the essence of who you are. For the most  part, these entities cluster around you in the Penumbra, invisible  to mortal perceptions; whenever you cross the Gauntlet, though (either with your perceptions or with your body), they’re waiting  for you there. Spirits that can manifest physical forms may come  across the Gauntlet to visit you, and those that cannot take on  physical bodies still energize the spiritual atmosphere in your  vicinity. '''Whether or not this is a good thing for you depends  upon whether you select this Trait as a Merit or a Flaw:'''&amp;lt;br&amp;gt;• The Merit form of Spirit Magnet draws generally benevolent spirits – Naturae, Lunes, totem and animal entities  of the gentler variety, and so on. These spirits protect  you from malignant entities, warn you of impending  danger, offer advice, help you out when you visit the  Otherworlds, and generally make your life easier. Folks  who can sense those spirits (mediums, shamans, medicine-folk, werecreatures, etc.) tend to favor you; after  all, if the better sorts of spirits like you, then you must  be someone worth knowing.  &amp;lt;br&amp;gt;• The Flaw version represents the presence of malevo lent spirits – Banes, demons, and other nasty Umbral  beasts. Summoned by curses or spiritual corruption,  these entities seek to tempt you, poison you, feed  off your vitality, and otherwise turn your life into a  self-contained Hell On Wheels. Spirit-sensitive folk  will avoid you unless they’re into that sort of thing,  and werewolves will consider you to be “of the Wyrm”  (whatever the hell that means), if only because of the  company you keep. Although you might not consider  yourself a bad person at heart, your spiritual companions say otherwise!  &amp;lt;br&amp;gt; The value of this Merit or Flaw is, as always, based on how  helpful or troublesome the spirits can be, how powerful they are,  and how many of them you have to deal with when they appear.  &amp;lt;br&amp;gt;• (3 points) Minor entities occasionally offer aid or  hindrance.  &amp;lt;br&amp;gt;• (4 points) Minor entities show up frequently, or in small  numbers.  &amp;lt;br&amp;gt;• (5 points) Minor entities surround you often, whether  you want them to or not, and more potent ones have  taken interest in your existence.  &amp;lt;br&amp;gt;• (6 points) You have the interest of one or two entities  of significance, and plenty of minor ones pay great  attention to you. &amp;lt;br&amp;gt;• (7 points) You’re never alone, even when you probably  wish you could be. This spiritual companionship could be directly opposed  to your true nature. A really awful person might attract be nevolent entities who want to save her, while a veritable St.  Anthony could be plagued with demons intent on fucking up  his soul. Even so, such constant presence does have an effect  on your overall health. Mind, body, and spirit are interwoven.  ''Ref: M20 BOS, 72''&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Mentor&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|A ghost, Loa, or other ephemeral entity has taken a special  interest in you. As an expression of favor, this entity teaches you  things few mortals ever have the opportunity to learn. Although those  lessons do not include Sphere-based magick, you could learn insights  that help you to expand your knowledge and better understand the  nature of Reality.&amp;lt;br&amp;gt;More often, though, this entity tells you secrets, offers you  enigmas, and helps you work through situations that would leave  most mortals scratching their heads or crying in corners.  &amp;lt;br&amp;gt;Your Spirit Mentor could also teach you new Abilities, or  help you improve the ones you have, if such teaching seems  appropriate to the spirit in question. A data-entity might be  able to teach you about computers, while an incarnation of  Zhengyi Zhenren’s tiger could teach you tiger-form kung fu.  Such teaching tends to take place in the Otherworlds, or in  dreams, rather than in the material realm, although a spirit who  can Materialize (as the Charm of that name) could certainly  teach a person in her own home realm. As with other character-related Traits, your mentor is a  Storyteller character with its own agendas, personality, and  so on. This Merit could be combined with the Backgrounds:  Ally, Familiar, Mentor, or Totem to represent a spirit who  plays several roles in your life. ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|Sterile&lt;br /&gt;
|1 &lt;br /&gt;
|Physical&lt;br /&gt;
|For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. ''Ref: M20 BOS pg 37''  '''For Kinfolk, Sterile is a Flaw, costs 4 pts. For everyone else 1 point. See [[Flaws]]'''&lt;br /&gt;
|-&lt;br /&gt;
|Stormwarden /Quantum Voyager&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural **banned**&lt;br /&gt;
| Not in play. (''Ref: M20 Ann, 643'')&lt;br /&gt;
|-&lt;br /&gt;
|Strength of Psyche&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+ **banned**&lt;br /&gt;
| You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. '''You must be able&lt;br /&gt;
to store Quintessence in your own pattern to be eligible for this Merit.''' ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Style Sleeper&lt;br /&gt;
|2&lt;br /&gt;
|Mortal+&lt;br /&gt;
| Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic. ''Ref: M20 Sorcerer''&lt;br /&gt;
|-&lt;br /&gt;
|Student's Reputation ***&lt;br /&gt;
|&lt;br /&gt;
| **TBR**&lt;br /&gt;
| ''ref: Horizon: Stronghold of Hope 116'', ''Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|Subculture Insider&lt;br /&gt;
|2&lt;br /&gt;
|Social&lt;br /&gt;
|You’re innately familiar with a social environment that  most folks never visit, much less understand. They know you  there, and so even when you haven’t met a given person (human  or otherwise) in that environment, they consider you to be an  insider. Thanks to your familiarity, you can navigate certain  elements of the physical environment there too – the security  apparatuses, the “secret handshakes,” the hidden corners that  an insider would know about and an outsider would never think  to look for, and other obstacles that a subculture puts into place  to make certain that only the “right” people can get around.  When moving through your subculture of choice, subtract -2  from the difficulties of rolls that grant social or physical access  to that subculture’s established turf.  &amp;lt;br&amp;gt;The subculture in question can be any kind of exclusive  social environment that also includes the physical surroundings  employed by that particular group: country clubs, drug cartels,  the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community,  homeless transient communities, clannish rural communities,  hip-hop networks, the jet set, rave festival culture, fantasy fans,  the touring road-dog musical community, world financial leaders,  “gypsy” Travelers, and so on. Although it can include mages and  other Night-Folk, the community must be essentially “mortal” in  terms of the majority of insiders. You can buy this Merit several  times to reflect membership in several different communities.  That insider status, however, takes time to acquire and a lot of  attention to maintain. If you neglect your community, you’ll  soon find those familiar doors slammed in your face.  ''Ref: M20 Bos, pg 58''&lt;br /&gt;
|-&lt;br /&gt;
|Supernatural Companion&lt;br /&gt;
|3&lt;br /&gt;
|Supernatural&lt;br /&gt;
|You’ve got a friend among the Night-Folk: a vampire, a  changeling, a werebeast, a ghost, or some other entity who exists  outside the Sleeping Masses. This friend isn’t quite as reliable  as an Ally Background character, but can aid you if need be.  That door swings both ways, of course; your companion will  also call on you from time to time, and not always on the most  convenient occasions!  &amp;lt;br&amp;gt;Folks (and Night-Folks) probably frown upon this friend ship. Werewolves, for example, aren’t fond of you Caern-robbing  mage-types! That’s especially true if you’re a Technocrat who’s  buddy-buddy with one of those damned Reality Deviants, or  a Tradition mage who pals around with a bloodsucking fiend.  Yeah, this friendship is worth the trouble, but it can really be  a hassle at times. Whoever and whatever this friend might be,  the Storyteller creates and controls the character in question…  with all the strange priorities, conflicting needs, and secret  agendas that situation suggests.   ''Ref: M20 BOS, 74''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== T - V ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Ties&lt;br /&gt;
|3&lt;br /&gt;
|Social&lt;br /&gt;
| Use Background Influences instead''Ref: M20 Ann, pp. 643-644''&lt;br /&gt;
|-&lt;br /&gt;
|Time Sense &lt;br /&gt;
|1&lt;br /&gt;
|Mental&lt;br /&gt;
| You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.''Ref: WW20 Ann, 475''  '''HOUSE RULE: Mages may take this merit once they have Time 4 to represent their intimate affinity to the Sphere. Replicates the Time 1 Effect: Time Sense. Acts as on-going rote without rote strain.'''&lt;br /&gt;
|-&lt;br /&gt;
|Too Touch to Die&lt;br /&gt;
|5&lt;br /&gt;
|Physical&lt;br /&gt;
|You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak lethal damage – NOT aggravated damage. '''Story-wise''', those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks. '''Lethal injuries require the usual amount of time to heal.&lt;br /&gt;
Soaking is not healing.''' ''Ref: M20th Anniversary, 644''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|True Faith  ***&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|Supernatural **restricted**&lt;br /&gt;
|style=&amp;quot;background-color: #fee7e6&amp;quot;|People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. '''Ref: M20 Ann, 644''&lt;br /&gt;
|-&lt;br /&gt;
|True Love &lt;br /&gt;
|4&lt;br /&gt;
|Social&lt;br /&gt;
| In spite of epic tragedies around you, you’ve found True  Love – the kind that folks make movies, songs, and ballads about.  Whenever things look bleak, Love can pull you through. This  capital-L Love is not defined by gender, culture, anatomy, or  even species… though that last one might make things difficult  for your star-crossed relationship. For extra drama, it could be a  forbidden romance: a cyborg, for example, in love with a Cultist,  or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen (see also the Flaw: Sleeping with the Enemy).  &amp;lt;br&amp;gt;System-wise, this Merit – which exists in a crux between  the Social and Supernatural realms – gives you one automatic  success on all Willpower rolls, which can be negated only by a  botch. (Magick-casting rolls do not apply, although the success  does apply if someone’s trying to influence your character with  Mind magick.) Your True Love will move heaven and earth to  help you, and other folks might do a Princess Bride if and when  they discover that you’ve got True Love on your side. Note,  of course, that said Princess Bride-ism usually involves people  making the Path of True Love even more difficult for you, too.  Such hardships are the reason so many tales revolve around  True Love.''Ref: M20 BOS pg 59''&lt;br /&gt;
|-&lt;br /&gt;
|Twin Link&lt;br /&gt;
|4 or 6&lt;br /&gt;
|Mortal+&lt;br /&gt;
|Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two Synergy effect. The linked psychics gain +2 to their Empathy score to determine the other party's feelings. As a 6pt Merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a lower cost -- 7 freebie points per dot, 3 experience points, per dot to increase. ('''Contact Staff if you want to take this. Chargen and XP room can't be coded to do this automatically''') This Syngery power only works on their bonded partner. ''Ref M20 Sorcerer, p 107''&lt;br /&gt;
|-&lt;br /&gt;
|Unaging&lt;br /&gt;
|2&lt;br /&gt;
|Supernatural&lt;br /&gt;
| The years seem to pass you by. Time moves on, but you  remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the  Fountain of Youth, upgraded yourself to perpetual stability,  assumed an odd relationship with the time stream, or entered  an uncanny bargain that preserved your current age. And so,  although you continue to accumulate the scars, experience,  and perspective of age, your body maintains a consistent state  of chronological development. Note that this is not the same  thing as immortality – injuries and sickness can kill you just as  surely as they’ll kill any other person. Age-based decrepitude,  however, is not something you’ll have to worry about.   ''Ref: M20 BOS, 68''&lt;br /&gt;
|-&lt;br /&gt;
|Unobtrusive &lt;br /&gt;
|1&lt;br /&gt;
|Social &lt;br /&gt;
| You can pass without notice in most social situations. This  is less about the uncanny Background: Arcane (although it can  complement that Background) than it is a matter of simply  seeming unremarkable. ...&amp;lt;br&amp;gt; Although it does not in any way render you invisible or  untraceable, this Merit lets you blend in and slip from memory.  Folks need to make a Perception roll (difficulty 6) in order to  recall your features or name. On the flipside, you add +2 to the  difficulty of any social rolls you need to make, because folks  just don’t notice you under most circumstances. For obvious  reasons, you can’t take any socially distinctive Merits, Flaws or  Backgrounds – such Traits would make you memorable – or have  especially distinctive features or clothing. Granted, “distinctive”  depends upon who and where you are; the proverbial gray flannel  suit, for example, stands out at places like Burning Man! Under  most circumstances, though, you blend in wherever you go. '''Regardging house rules: This Merit works with/against PCs. This Merit only means you are unremarkable but you are not forgotten like Arcane does.  Arcane BG does not work against PCs.'''''Ref: M20 BOS pg 54''&lt;br /&gt;
|-&lt;br /&gt;
|Untamable||5||Mental||You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. ''Ref: WW20 Ann, 476'' &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== W - Z ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;cellpadding=&amp;quot;10&amp;quot;; style=&amp;quot;font-size:14px; &amp;quot;&lt;br /&gt;
! Flaw&lt;br /&gt;
! Cost&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Wild Talent&lt;br /&gt;
|4&lt;br /&gt;
|Mortal+&lt;br /&gt;
| While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:&amp;lt;br&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| +1 For every extra die you have when using the power.&lt;br /&gt;
|-&lt;br /&gt;
|–1 You must make a Willpower roll (Difficulty 7) to use the power.&lt;br /&gt;
|-&lt;br /&gt;
|–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)&lt;br /&gt;
|-&lt;br /&gt;
|–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)&lt;br /&gt;
|-&lt;br /&gt;
|–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|Wolf-sense&lt;br /&gt;
|1&lt;br /&gt;
|Mental **banned**&lt;br /&gt;
| '''Use appropriate lore'''&lt;br /&gt;
|-&lt;br /&gt;
|Years of Wisdom ***&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|''Ref: Masters of the Art 83''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Books:&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Anniversary (M20 Ann)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Book of Secrets (M20 BOS)&amp;lt;br&amp;gt;&lt;br /&gt;
M20th Gods &amp;amp; Monsters (M20 G&amp;amp;M)&amp;lt;br&amp;gt;&lt;br /&gt;
Werewolf 20th Anniversary (WW20 Ann)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Masters of the Art - Revised&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition Book: Akashic Brotherhood - Revised&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>WikiStaff</name></author>
	</entry>
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