Please pardon the spelling and grammatical errors. I talked a friend of mine into copying all these pages for me. These are taken from the Book of Shadows, published by WW 199?.

 Psychological
            These Merits and Flaws deal with the psychological
         makeup of your character, and may describe ideals, motivations
         or pathologies. Some psychological Flaws can be
         temporarily ignored by spending a Willpower point, and
         are so noted. If you possess such a Flaw and do not roleplay
         it when the Storyteller thinks you should, then she may tell
         you that you have spent a point of Willpower for the effort.
         Flaws cannot be conveniently ignored.

           Code of Honor: (I pt Merit)
            You have a personal code of ethics to which you strictly
         adhere. You can automatically resist most temptations that
         would bring you in conflict with your code. When battling
         supernatural persuasion (Mind magick or vampiric
         Domination)that would make you violate your code, either you
         gain three extra dice to resist or your opponent's difficulties
         are increased by two (Storyteller's choice). You must con-
         struct own personal code of honor in as much detail as
         you can, outlining the general rules of conduct by which
         you abide.

          Higher Purpose: (I pt Merit)
            All mages have some vision of their Path, but you have a
         special commitment to it. Your chosen goal drives and directs
         you in everything. You do not concern yourself with petty
         matters and casual concerns, because your higher purpose is
         everything. Though you may sometimes be driven by this
         purpose and find yourself forced to behave in ways contrary to
         the needs of personal survival, it can also grant you great
         personal strength. You gain two extra dice on any roll that has
         something to do with this higher purpose. You need to decide
         what your higher purpose is. Make sure you talk it over with
         the Storyteller first. (if you have the Flaw: Driving Goal,
         listed below, you cannot take this Merit.)

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

           Addiction: (1-3 pt Flaw)
            You are addicted to any one of a variety of things. A
         one point Flaw would be a mild addiction to a easily
         attained substance, such as caffeine, nicotine or alcohol. A
         two point Flaw would be either a severe addiction to any
         easily-obtained substance or any "mild" drug, such as pain
         killers, sleeping pills or marijuana. A three point Addiction
         involves the heavy street drugs or hard-to-find drugs. The
         need for these drugs varies from once a day for some drugs
         to two to three times a day for others, depending on the
         strength of the drug and the addiction. If, for whatever
         reason, you are denied access to the drug, you lose the
         number of dice equal to the level of your addiction (one,
         two or three) until you receive your "fix." If you are
         deprived of the drugs for an extended length of time, you
         will be forced to make a Willpower check (difficulty of4 for
         the first day, + 1 for each additional day). If you fail, you   
         will forgo everything and forcibly go seeking the drug. This
         would be an easy way for you to be either controlled or
         forced to do favors for your supplier, especially if the drug
         is hard to obtain due to its rarity or price.

           Compulsion: (I pt Flaw)
            You have a psychological compulsion of some sort,
         which can cause you a number of different problems. Your
         compulsion may be for cleanliness, perfection, bragging,
         stealing, gaming, exaggeration or just talking. A compulsion
         can be temporarily avoided at the cost of a Willpower point but 
         is in effect at all other times.


           Dark Secret: (I pt Flaw)
            You have some sort of secret that, if uncovered, would
         be of immense embarrassment to you and would make you
         a pariah among your peers. This can be anything from
         having murdered a Master to having once fallen to a
         Nephandi's temptations. While this secret weighs on your
         mind at all times, it will only suffice in occasional stories.
         Otherwise, it will begin to lose its impact.


           Intolerance: (I pt Flaw)
            You have an unreasoning dislike of a certain thing.
         This may be an animal, a class of person, a color, a situation
         or just about anything else. The difficulties of all dice rolls
         involving the subject are increased by two. Note that some
         dislikes may be too trivial to be reflected here- a dislike of
         White Wolf Magazine or tissue paper, for instance, will have
         little effect on play in most chronicles. The Storyteller is
         the final arbiter on what you can pick to dislike.

           Nightmares: (I pt Flaw)
            You experience horrendous nightmares every time you
         sleep, and memories of them haunt you during your waking
         hours. Sometimes the nightmares are so bad they cause you
         to lose one die on all your actions for the next day
         (Storyteller's discretion). Some of the nightmares may be
         so intense that you mistake them for reality. A crafty
         Storyteller will be quick to take advantage of this. Conflict
         with your Avatar, Paradox, bad episodes of Quiet or even
         difficult Seekings may lie at the roots of these night terrors.

           Phobia (Mild): (I pt Flaw)
            You have an overpowering fear of something. You
         instinctively and illogically retreat from and avoid the
         object of your fear. Common objects of phobias include
         certain animals, insects, crowds, open spaces, confined
         spaces and heights. You must make a Willpower roll when-
         ever you encounter the object of your fear. The difficulty of
         this roll is determined by the Storyteller. If you fail the
         roll, you must retreat from the object.

           Overconfident: (I pt Flaw)
            You have an exaggerated and unshakable opinion of
           'your own worth and capabilities- you never hesitate to
           trust your abilities, even in situations where you risk defeat.
           Because your abilities may not be enough, such overconfidence-
           can be very dangerous. When you do fail, you quickly
           find someone or something else to blame. If you are con-
           vincing enough, you can infect others with your
           overconfidence.

           Shy: (I pt Flaw)
            You are distinctly ill at ease when dealing with people
            try to avoid social situations whenever possible. The
            difficulties of all rolls concerned with social dealings are
            increased by one; the difficulties of any rolls made while
            ire the center of attention are increased by two. Don't
            expect your character to make a public speech.

           Speech Impediment: (I pt Flaw)
            You have a stammer or some other speech impediment
            hampers verbal communication. The difficulties of
            relevant rolls are increased by two. Do not feel obliged
              lay this impediment all the time, but in times of
         duress, or when dealing with outsiders, you should attempt
         to simulate it.

           Sadism/Masochism: (2 pt Flaw)
            You are excited either by causing pain or receiving it.
         In many situations, you will seek either to be hurt or hurt
         someone for your pleasure. For a masochist (someone who
         enjoys pain), your soak roll for actual physical damage is
         increased by one because you really want to feel the pain.
         A sadist (someone who likes to hurt others) must make a
         Willpower roll verses a 5 to stop combat (modified
         depending on how much you are into the attack and how much you
         are enjoying hurting the other person). If you fail, you are
         so caught up in the event that you are unaware of anything
         else happening around you.

           Obsession: (2 point Flaw)
            There is something you like, love or are fascinated by
         to the point where you often disregard common sense to
         cater to this drive. You react positively to anything related
         to your obsession, even if it's not in your best interests. For
         example, if you are obsessed with supernatural creatures,
         you will go out of your way to talk to and befriend vampires,
         werewolves and stranger things, and find out as much as you
         can about them, disregarding all warnings. If you are
         obsessed with Elvis, you have your house decorated with
         velvet paintings and annoy your friends with your constant
         talk about the King. You don't necessarily believe that Elvis
         is still alive, but you buy every supermarket tabloid that
         carries an article about him anyway. There are many other
         obsessions, including British Royalty, guns, knives, foot-
         ball, roleplaying games... you know the type.

           Vengeance: (2 pt Flaw)
            You have a score to settle- a cabal was wiped out, a
         friend was corrupted, a mentor was slain... whatever. You
         are obsessed with wreaking vengeance on the guilty party.
         Revenge is your first priority in all situations. The need for
         vengeance can only be overcome by spending Willpower
         points, and even then, it only temporarily subsides. Some-
         day you may have your revenge, but the Storyteller won't
         make it easy.

           Flashbacks: (3 pt Flaw)
            You are prone to flashbacks if you are in either high-
         pressure situations or circumstances that are similar to the
         event that caused the flashback itself. The flashback does not
         have to be combat-oriented. Either positive or negative
         stimulation could result in a flashback episode. The repeated   
         use of drugs has been proven to cause a wide range of
         hallucinations, and in the right circumstances, the mind could  
         flashback to
         any one of them. Emotional anxiety and stress are the usual
         catalysts for the flashbacks to begin. Flashing back to a good
         and happy vision can be just as dangerous or distracting as
         suddenly flashing to being surrounded by demons. The flash-
         backs can be caused by almost any trauma- torture, extended
         combat or repeated drug experimentation. During the flash
         back, you are not aware of what is really around you Even
         people speaking to you will be viewed as people or objects from
         the vision. You can mistake men for women, people for
         animals and even inanimate objects for people. To you,
         reality has shifted, and you are back there again.

           Driving Goal: (3 pt Flaw)
           You have a personal goal, which sometimes compels and
         directs you in startling ways. The goal is always limitless in
         depth, and you can never truly achieve it. It could be to
         eradicate the Technocracy or achieve total enlightenment.
         Because you must work toward your goal throughout the
         chronicle (though you can avoid it for short periods by
         spending Willpower), it will get you into trouble and may
         jeopardize other actions. Choose your driving goal carefully, as
         it will direct and focus everything your character does.

           Hatred: (3 pt Flaw)
           You have an unreasoning hatred of a certain thing.
         This hate is total and largely uncontrollable. You may hate
         a species of animal, a class of person, a color, a situation or
         just about anything else, and you constantly pursue
         opportunities to harm the hated object or to gain power over    
         it.

           Lifesaver: (3 Pt Flaw)
           You believe that human life is a sacred gift and will not
         take a person's life except in the most extreme of
         circumstances. You may not ever willingly endanger the lives of
         innocents or in any way participate in a killing. You have
         no problems with killing animals (for the right reasons),
         and will kill evil and inhuman creatures to protect others
         if necessary. (Be very careful, however, with your definition
         of "evil"....) Senseless death in all forms repulses you, and
         you feel that those who perform murder should be punished
         and stopped.

           Phobia (Severe): (3 pt Flaw)
           You have an overpowering fear of something. Common objects of 
         fear include certain animals, insects, crowds,
         open spaces, confined spaces, heights and so on. You must
         make a Willpower roll not to freak out when faced with the
         object of your fear. The difficulty depends on the
         circumstances. If you fail the roll, you must retreat in terror 
         from the object of fear. If you score less than three
         successes, you
         will not approach it. The Storyteller has final say over
         which phobias are allowed in a chronicle.

         Mental
           These Merits and Flaws deal with the mind: its strengths,
         weaknesses and special capacities. The mind of a mage is a
         powerful weapon; quirks should be considered carefully.
           Common Sense: (1 pt Merit)
           You have a significant amount of practical, everyday
         wisdom. Whenever you are about to do something contrary
         to common sense, the Storyteller should alert you to how
         your potential action might violate practicality. This is an
         ideal Merit if you are a novice player because it allows you
         to receive advice from the Storyteller concerning what you
         can and cannot do, and (even more importantly) what you
         should and should not do.

           Concentration: (I pt Merit)
           You have the ability to focus your mind and shut out
         any distractions or annoyances, above and beyond normal
         magely discipline. Any penalty to a difficulty or Dice Pool
_
         arising from a distraction or other inauspicious circum-
         stance is limited to two dice, though no extra benefits are
         gained if only one penalty die is imposed.

           Lightning Calculator: (I Pt Merit)
           You have a natural affinity with numbers and a talent
         for mental arithmetic, making you a natural when working
         with computers or betting at the racetracks. The difficulties
         of all relevant rolls are decreased by two. Another possible
         use for this ability, assuming you have numbers on which to
         base your conclusions, is the ability to calculate the diffi-
         culty of certain tasks. In appropriate situations, you may ask
         the Storyteller to estimate the difficulty rating of a task you
         are about to perform. This Merit is common among the
         scientists of Iteration X and Virtual Adept hackers.

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

           Prodigy: (2 pt Merit)
           You were Awakened very early in your life and have
         not been subject to the problems of unlearning the cultural
         reality. Perhaps one or both of your parents were Awak-
         ened and sheltered you from the reality created by the
         Technomancers. As a result of this protection, you have an
         easier time grasping the most abstract Spheres of magick.
         You receive one extra die on rolls that relate to abstract
         ideas or magickal comprehension. Though you were Awak-
         ened at an early age, your actual training in magick probably
         began much later. (See the Flaw: Age)

           Iron Will: (3 pt Merit)
           When you are determined and your mind is set, noth-
         ing can divert you from your goals. You cannot be
         Dominated, nor can your mind be affected in any way by          
         Thamaturgical rituals. Mages using mental attacks against
         U gain an additional + 3 to their difficulties if you are
         aware of them and resisting. However, the additional
         mental defense costs you one Willpower per turn. Even if
         U are unaware of them, mages seeking to magickally
         influence you add + 1 to their difficulties.

                              self-confident: (5 pt Merit)
          When you spend a point of Willpower to gain an
          automatic success, your self-confidence may allow you to
          gain the benefit of that expenditure without actually losing
          Willpower point. When you declare that you are using a point
          of Willpower and roll for successes, you do not lose
            point of Willpower unless you fail. This will also
            prevent you from botching, hut only if you declare that you
            spending the Willpower point before you roll. This
            may only be used when you need confidence in your
            5 in order to succeed. You can use it only when the
          diff of your roll is six or higher. You may spend
            willpower at other times; however, if the difficulty is five
              the Merit: Self-Confidence will not help you.

           Amnesia: (2 p1 Flaw)
              U are unable to remember anything about your past,
            yourself your family. Your life is a blank slate. However,
            it may someday come back to haunt you. (You can, if you
            wish, take up to five points of other Flaws without
         specifying what they are. The Storyteller can supply the
         details Over the course of the chronicle, you and your
         character will slowly discover them.)

           Confused: (2 p1 Flaw)
            You are often confused, and the world seems to be a
         very distorted and twisted place. Sometimes you are simply
         unable to make sense of things. You need to roleplay this
         behavior all the time to a small degree, but your confusion
_
         becomes especially strong whenever stimuli surround you
         (such as when a number of different people talk all at once,
         or you enter a nightclub with loud pounding music). You
         may spend Willpower to override the effects of your confu-
         sion, but only temporarily.

           Absent-Minded: (3 p1 Flaw)
            This Flaw may not be taken with the Merit: Concen-
         tration~ Though you do not forget such things as Knowledges
         or Skills, you do forget such things as names, addresses and
         the last time you meditated. In order to remember anything
         more than your own name and the location ofyour Chantry,
         you need to make a Wits roll or, as a last resort, spend a
         Willpower point.

         Awareness
            These Merits and Flaws involve perception (or the
         lack thereof). Life magick may be used to repair some of
         these Flaws; characters doing so must buy off the Flaw with
         new points.


         Acute Senses: (I pt. Merit)
            You have exceptionally sharp hearing, smell, vision or
         taste. The difficulties of all dice rolls that relate to the sense
         in question (e.g. Perception + Awareness to hear a faint
         noise, taste poison in food or see an oncoming attacker) are
         decreased by two. Combined with sensory Effects (first
         rank Effects), this Merit allows the mage to add an addi-
         tional success to her die roll.

           Color Blindness: (I pt Flaw)
            You can only see in black and white. Color means
         nothing to you, although you are sensitive to color density,
         which you perceive as shades of gray. Life 3 cannot fix this
         problem, as you can't truly conceive the true nature of
         color! Note: color blindness actually indicates an inability
         to distinguish between two colors, but we fudged a bit for
         the sake of playability.

          Hard of Hearing: (I pt Flaw)
            Your hearing is defective. The difficulties of all dice
         rolls related to hearing are increased by two. You may not
         take Acute Hearing if you take this Flaw.

         Bad Sight: (2 pt Flaw)
            Your sight is defective. The difficulties of all dice rolls
         related to vision are increased by two. This Flaw is neither
         near sightedness nor farsightedness- it is a minor form of
         blindness. The impairment is not correctable. Life 3 may
         correct this for a short time, but repairing the blindness
         permanently requires buying off the Flaw or tying the effect
         to a focus (goggles, a visor, etc.). You may not take Acute
         Vision if you take this Flaw.

         Deaf: (4 pt Flaw)
            You cannot hear sound, and automatically fail any
         rolls that require hearing.

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

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

         Animal Magnetism: (I pt Merit)
            You are especially attractive to others. You receive a -
         2 to your difficulty on Seduction or Subterfuge rolls.
         However, this will aggravate others of your gender.

         Ambidextrous: (I pt Merit)
            You have a high degree of off-hand dexterity and can
         perform tasks with the 'wrong" hand at no penalty. The normal penalty for using both hands at one to perform different tasks (e.g., fighting with a weapon in each hand) is at a +1 difficulty for the "right" hand and a +3 difficulty for the other 
hand.

	Computer Aptitude:  (1 pt Merit)
	You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are deduced by two.  This is especially handy for Virtual Adepts and servants of Iteration X.

	Crack Driver: (1 pt Merit)
	You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors.  The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two.

	Mechanical Aptitude: (1 pt Merit)
	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 reduce
d by two.  However, this Merit doesn't help you drive any sort of vehicle.

	Poison Resistance:  (1 pt Merit)
	You have, for some reason or another, become resistant to poisons.  It could be that you are somehow naturally resistant or that you have spent years building up your resistance against all known types of poisons.  Any time you need to make a soak roll a
gainst the effects of a poison or toxin, reduce your difficulty by 3.

	Natural Linguist:  (2 pt Merit)
	You have a flair for languages.  This Merit does not allow you to learn more languages than the number permitted by you Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken).  This Merit is common am
ong Order of Hermes mages and Gypsies.

	Daredevil (3 pt Merit)
	You are good at taking risks, and are even better at surviving them.  All difficulties are one less whenever you try something particularly dangerous, and you can ignore one botch result when you roll "ones" on such actions (you can cancel a single "ones
" on such actions (you can cancel a single "one" that is rolled, as if you have an extra success).

	Fast Learner:  (3 pt Merit)
	You learn very quickly, and pick up on new things faster than most do.  You gain one extra experience point at the conclusion of each story (not each game session).

	Perfect Balance:  (3 pt Merit)
	Your sense of balance has achieved great heights by constant training of inherited traits.  It is very unlikely that you will ever fall during your life.  You may trip, but you will always catch yourself before you fully lose your footing or handhold.
	This Merit functions for such actions as tightrope walking, crossing ice and climbing mountain sides.  All difficulties involving such feats are reduced by 3.  It would take a lot to push or shove a character off his feet if he has this Merit.  This is v
ery appropriate for Akashic Brothers or Masters of Life magick.

	Jack-Of-All-Trades: (5 pt Merit)
	You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how.  You automatically have one dot in all Skill and Knowledge Dice Pools.  This is an illusory level, use
d only to simulate a wide range of abilities.  If the character trains or spends experience in the Skill or Knowledge, he must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to two dots.

	Age: (1 pt Flaw)
	You began your training in magick either very early in your life or very late.  Maybe you were not discovered by anyone until you had already passed the usual age of students, but the Master, for whatever reason, chose to teach you anyway.  Or perhaps so
mething about you intrigued your masters so much that they began your studies very early (see the Prodigy Merit).  This age difference will cause people to react to you differently.  If you are older than the norm, they may either think that you are more 
skilled than you actually are (which could get you in over your head quickly) or think that you're a joke.  If you're young, the older students may resent you or not take you seriously.  ("You've got to be kidding.  He's just a kid!")  Increase the diffic
ulty of your Social rolls by 1 to 3 depending on the circumstances of you situation or the individual you are confronting.

	Supernatural
	These Merits and Flaws are different kinds of super natural benefits or detriments.  Though rare, they are far more common among mages—who alter reality by their very presence—than among other beings.  Because of the potential of these particular Traits,
 the Storyteller may not allow you to choose from this category—ask before you choose one.  Further more, you should not select such Traits unless they firmly fit your character concept, and you can explain why your character posses them.  In general, we 
do not recommend that anyone have more than one or two supernatural Merits or Flaws—they should be strictly controlled by the Storyteller.


Past Life: (1-5 pt Merit)
                        The mage can remember one or more of her previous
                      incarnations. This can be as simple as constant deja vu in
                      places known to her past lives, or as complex as conscious,
                      waking memories of being another person. In practical
                      terms, this means that the mage, and therefore the player,
                      knows slightly more about whatever situations the dead
                      memories contain. The mage might know her way around
                      the past life's hometown, or back away from her murderer
                      without knowing why. This is a good Background for
                      beginning players; the Storyteller can tell them that some-
                      thing they are about to do is stupid, dangerous, or both,
                      because even if the character wouldn't logically know that,
                      one of her past lives might. However, this Background
                      cannot be used to 'remember' Abilities; the character still
                      needs the Dream Background to do that.
                        The Storyteller can, and likely should, take the oppor-
                      tunity to flesh out one or more of these past selves with the
                      player. Unless the memory is very detailed, the character,
                      and probably the player, isn't likely to know everything
                      about that past. In fact, this half-and-half recollection is a
                      rich source of story ideas, particularly if any of the past lives
                      were Awakened themselves. This is fairly common for
                      those with "old souls" and powerful Avatars.
                         One point-Deja vu memories of one life
                        e Two points- Dreamy, vague memories of one life,
                      with deja vu from several lives
                         Three points- Vague memories of several lives and
                      one or two well-remembered impressions from one life
                            Four points- Several well-remembered impres-
                      sions from many lives
                            Five points- A clear but broken thread of memories
                      back to the Mythic Age and beyond...

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

Medium: (2 pt Merit)
            You possess an affinity to sense and hear
         spirits, ghosts and shades. Though you cannot see them
         you feel their presence and are able to speak with them
         when they are in the vicinity. It is even possible for you to
         summon them (through pleading and cajoling) to your
         presence. Spirits will not simply aid you or give you advice
         for free- they will always want something in return. Mages
         with both this Merit and the Spirit Sphere reduce the
         difficulties of Spirit magick by two. Combining the Me-
         dium Merit with the Spirit Magnet Merit will make your
         life exceedingly interesting and problematic.


         Danger Sense (2 pt Merit)
            You have a sixth sense that warns you of danger. When
         you are in danger, the Storyteller should make a secret roll
         against your Perception + Alertness; the difficulty depends
         on the remoteness of the danger. If the roll succeeds, the
         Storyteller tells you that you have a sense of foreboding.
         Multiple successes may refine the feeling and give an
         indication of direction, distance or nature. This Merit is
         more reliable and specific than rank one sensing effects; the
         two can be combined to create an even more potent
         warning system.

         Faerie Affinity: (2 pt Merit)
            Your presence does not frighten faeries; indeed,
          it attracts them, and you are naturally attuned to their ~
         You may even share some small amount of faerie blood.
         Friendly fey might allow you to meditate at their circle once
         in a while (though gods only know what effect this
         have in the long run...).

         Spirit Mentor: (3 pt Merit)
            You have a ghostly companion and guide. This spirit is
         able to employ a number of minor powers when it really
         struggles to exert itself (see Haunted, below), but for the
         most part, its benefit to you is through the advice it can
         give This ghost is the incorporeal spirit of someone who
         was once living, perhaps even someone particularly famous
         or wise. The Storyteller will create the ghost character, but
         will not reveal to you its full powers and potencies. Mentors
         of this sort are not true Mentors of magick, but might give
         special insights into aspects of Sleeper life that mages have
         missed or forgotten. (Further ideas for this Merit can be
         obtained from Wraith.)

         WerewoIf/Vampire Companion
         (3 pt Merit)
            You have a friend and ally who just happens to be a
         werewolf or vampire. Though you may call upon this being
         in time of need, she also has the right to call upon you (after
         all, you are friends). Neither your kind nor hers appreciate
         such a relationship; while mages deal with the other Awak-
         ened often, all sides share a healthy distrust of each other.
         Your friend will not become a walking Quintessence bat-
         tery for greedy mages. Such relationships often end badly....
         The Storyteller will create the character in question, and
         will not reveal its full powers and potencies.

          Luck: (3 pt Merit)
           You were born lucky: your Avatar guides your steps, or
         maybe the Devil looks after his own. Either way, you can
         repeat three failed non-magickal rolls per story. Only one
         repeat attempt may be made on any single roll.

          Twin Souls: (4 point Merit)
           Your Avatar has been fragmented and has a "soulmate"
         equal in power to your own Avatar and similar in Essence,
       nature and Demeanor. This fragment may be possessed by
       your physical twin (brother or sister, identical or other-
       wise.),a look-alike, another mage, or a complete stranger-
        possibly even a Sleeper. When in physical contact with
        your soulmate (or spiritual contact, for actions in the
        Umbra), the two may share Quintessence and use magick
        as one (if both are mages), taking the highest ratings in
        Arete and Spheres while gaining an additional measure of
         quintessence equal to the strength of either individual.
        The parts are greater than the whole. This joint pool must
         replenished through meditation in a Node, like a regular
        pool of Quintessence. Paradox points gained from joint
        are not split, however, and each twin gains the same
        amount of Paradox.
         With only one level of Correspondence, you will
          know where your soulmate is; with one dot in Life,
          you will know his state of health; with one rank in Mind, you
         may share thoughts. If one soulmate dies, the other must
         make a willpower roll, difficulty 8, to avoid following you
         due to psychic shock. She must wait also until her soulmate's
         reincarnation before the power may again be shared.
          Soulmates are  not just walking Merits and must be pre-
          presented and run as different characters, preferably by different players
         in a group Also note that you do not have to get along with
         Twin souls are distinct and separate individuals not
         tag-team powerhouses, and Storytellers should feel free to
         take over one half of a pair being played as one mind with
         two bodies.

          Unbondable (4 pt Merit)
         You are immune to being Blood Bound. No matter
        how much vampire blood you drink, you will never be
        bound to one. This is exceedingly rare among mortals, and
        the merit should be carefully considered by Storytellers
        before it is allowed in the game.

          Spark of life (5 point Merit)
        The vitality of life flows within you with preternatural strength.
        This lifeforce is so strong, in fact that all non-aggravated wounds
         heal as though they were one wound level less; if you are injured you
         will heal in three days what others heal in a week.
            If in perfect health yourself, you may share your vitality
         with others through the power of your touch. Anyone you
         assist recovers at your accelerated rate, but if the person is
         badly mauled or crippled, she will require months of con-
         stant bedside nursing. If the possessor of this gift is proficient
         in the Sphere of Life, he may heal aggravated wounds as if
         they were non-aggravated. All difficulties with Life magic
         for the purpose of healing, creation, growth or positive

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

           Sphere Natural: (5 pt. Merit)
            You are able to utilize one of the Spheres of magick
         with a greater degree of ease than other mages. In a previous
         incarnation, you were extremely proficient in one of the
         Spheres - so much so that your Avatar has managed to
         draw a small portion of that knowledge through into this
         lifetime.
            Select a Sphere; when spending experience points to
         gain levels in that Sphere, you pay three-quarter of the
         normal cost. This Sphere must be declared during charac-
         ter conception. Ofcourse, this Merit may only be purchased
         once.

         Guardian Angel: (6 pt. Merit)
            Someone or something watches over you and protects
         you from harm. You have no idea who or what it is, but you
         have an idea that someone is looking out for you. In times
         of great need, you may be supernaturally protected. How-
         ever, one can never count upon a guardian angel . The
         Storyteller must decide why you are being watched and
         what is watching you (not necessarily an angel, despite the
         name).

           Avitar Companion: (7 pt. Merit)
            You are in a cycle of reincarnation. However, every
         time your corporeal form is reestablished, your Avatar has
         to start its path back several paces. The world is a new place
         once again, and even the Awakening can not bring back
         the Knowledges the Avatar stored within a previous
         incarnation. The strange thing about your passages through
         the birth-death-rebirth cycle comes from the fact that your
         Avatar has another lesser Avatar connected to it. This
         fragment also enters the reincarnation cycle, follows your
         Avatar through each incarnation, and often retains memo-
         ries of its previous incarnation.

        This companion will fight by the side of your Avatar
         until death. For many companions, there is no real reason
        to do this; the Avatar companion knows, however, that her
        place in the way of things is to follow alongside your Avatar
        and do just that.
        The Storyteller creates and controls this other being in
        whatever form it may take. Like other companion Merits,
        this is a background benefit, not an opportunity to get two
        characters for the price of one.

           True Faith: (7 pt. Merit)
        You have a deep-seated faith in and love for Cod, or
        whatever name you choose to call the Almighty. You begin
        the game with one point of Faith (a Trait with a range of 1 -
        10). This Faith provides you with an inner strength and
        comfort that continues to support you when all else betrays
        you. This Merit is most common among members of the
        Celestial Chorus. Although other factions may possess
        Faith, Technomancers of any kind may not (and Faith in
        Kibo does not count!).
        Faith adds to Willpower rolls, giving + 1 to the Dice
        Pool for each point in Faith. It does not affect magick use in any                                                                       way, but may allow for some other form of outside intervention
         (see, for example, Guardian Angel or Luck). Certain types of
         mage may, at the Storyteller's discretion, reduce any Paradox
         gained around Sleepers if those Sleepers share the mage's faith
         (in effect, performing miracles before the faithful). The exact
         supernatural effects of Faith, if any, are completely up to the
         Storyteller, although it will typically repel vampires. (Basi
         cally, the mage must make a Faith toll against a difficulty of the
         vampire's Willpower to repel him. For more rules, see vam
         pire Players Guide, pg. 30, or Hunters Hunted, pp.64-66
         It will certainly vary from person to person, and will almost
         never be obvious some of the most saintly people have
         never performed a miracle greater than managing to ease the
         suffering an injured soul. The nature of any miracles you do
         perform will usually be tied to your own Nature, and you may
         never realize that you have been aided by a force beyond
         yourself.
         An additional benefit of True Faith is innate
         countermagick. This effect will not work for mages(theo
         ries about the reason for this vary), but can add a dangerous
         wrinkle to fanatical witch-hunters or enemy Acolytes
         Each point of True Faith grants one die of
         countermagick. A mage, therefore, facing a hunter with 5
          points of True Faith stands a slim chance of sending

         powerful effects against him.
         True Faith is a rare attribute in this day and age. No one
         may start the game with more than one Faith Point.
         Additional points are only awarded at the Storytellers
        discretion, based on appropriate behavior and deeds.

Spirit Magnet: (3-7 pt Merit or 2-6 pt Flaw)
            Spirits congregate at location in the Umbra that par
         allels your position in the Realm. You do not know of their
         presence unless you possess the first Rank of the Spirit
         Sphere or have been alerted by others that do. Spirits are
         there because they like being around the Quintessence that
         forms your physical body's Pattern or your Avatar. These
         spirits often fight amongst themselves for various reasons-
         the spirits are enemies, they all want to be around the
         character's heart or brain, they want to protect the charac-
         ter they want to kill the character, etc.
            Some of these spirits might remain within the Spirit
         Realms in areas that correlate with the physical space that
         makes up a mage's Pattern in the physical world. (Some
         areas in the Spirit Realms correlate to physical locations.)
         These spirits affect the behavior and appearance of the
         character. If there are evil spirits within the character's
         spirit form, the character will slowly be twisted into doing
         evil acts unless the proper procedures are taken to remove
         these blights from the character's Avatar. If good spirits
         possess  the "spirit" form, they will be likely to help the
         character out in appropriate situations. Also note that
         there is a distinction between spirits and wraiths.
         -If the Spirit Magnet is a Merit, benign spirits will
         flock about the Umbra in area (of the Penumbra) that
         corresponds to the character's physical location. They will do
         what they can to alert the character to dangers within the Umbra
         If the character is about to unknowingly perform an act that
         is "evil," the spirits will do their best to alert the character
         of that fact. If these spirits are destroyed, others will soon
         arrive to take their place.
         ~ Spiritual Magnet is a Flaw, malignant spirits
         the same location. They seek to taint the character with
         evil thoughts and pollute the Umbra about the location.
         Evil spirits will often taunt characters and try to annoy
         mage at the worst of times. Other mages will notice this
         and no amount of magicks will keep these spirits away for
         long.
         	The number of freebie points spent or gained affects
         the level of spirit involvement with the character and other
         spirits within the Umbra. For more information on the
         Umbra, see book Three of the BOS, Umbra: The Velvet
         Shadow, and Werewolf: The Apocalypse, Second Edition.

          	Strangeness (I pt. Flaw)
         Reality stranger for you. Once per game
         session the storyteller will choose one of your Spheres,
         at random and roll for a bizarre coincidental
         effect, if the roll succeeds something unusual involving the
         Sphere will happen for no apparent reason. For instance,
         Mind 3 could result in a mage getting a visit from a
         telepathic dog, picking up Mexican radio stations in his
         head or hearing thoughts from a passing serial killer.
         If the roll fails, the strangeness passes. If the roll botches,
         Paradox descends on the mage, pushing him a little closer
         towards Quiet. This Flaw can alter the tone of a campaign;
         therefore, allowing a character to take it should require the
         approval of not only the Storyteller, but also the other
         players in the group.

           Throwback: (1-5 pt Flaw)
            One or more of your past lives still affects you... badly.
         Their fears come back to haunt you in your dreams, and you
         have flashbacks of their worst memories (such as their
         death, or, even worse, a personality that encroaches on

         your own). For bad dreams or flashbacks, take one to two
         points depending on the severity of the condition and how
         much it will affect your studies or performance in dangerous
         situations. For a "roommate in your head," take three
         points (whether you know he exists or not). For the
         package deal and a truly miserable existence, take 5 points,
         but expect the Storyteller to take every opportunity to use
         these against you. This Flaw can be "worked off" during the
         course of play, but only with difficulty.

           Echoes: (1-5 pt. Flaw)
            The beliefs of the unawakened affect you more strongly
         than they do most mages. Depending on where you are at
         any given time, the superstitious beliefs of the Sleepers
         around you can actually become your reality. The severity
         of the Echoes differs from mage to mage- for some, there
         is only minor inconvenience, but for others, the situation
         can be deadly. In some cases, the beliefs of the Sleepers can
         be beneficial, but they are most often harmful in some way.
            _ Very minor: While you are not truly affected by the
         Echoes, you have an affect on the nature of reality in the
         area. For example, milk may sour in your presence, or bread
         does not rise while you are in a kitchen. (1 pt)
            _ Mild: Echoes of this level can be an inconvenience,
         sometimes physically and sometimes mentally. For ex-
         ample, dogs have a tendency to growl when you are around;
         you could be physically incapable of entering a person 5
         home without permission (anyone at all can invite you in,
         it need not be the owner of the property); horses break into
         a hard sweat when you are nearby. (2 pts.)
            _ Noticeable: The flaws are easily noticed by those
         with a trained eye. You are easily distracted by religious
         symbols of any nature; you develop a sudden allergy to salt;
         your hair moves opposite the breeze. (3 pts.)
            _ Distracting: You have trouble concentrating when
         people act a certain way around you, and people of a
         superstitious nature will not trust you without the aid of
         magick. You may be affected by the "evil eye"; anyone
         casting this gesture in your direction is unaffected by your
         powers; certain herbs and home remedies have the same
         affect on you; you cast no shadow, or your shadow moves of
         its own volition. (4 pts.)
         _ Powerful: You are still able to alter reality, but you
         are now susceptible to the whims of the collective uncon-
         scious. Also, you now affect reality without trying. The
         beliefs of the area where you are currently located can grant
         you extra powers and cause you physical changes. You
         might not sink in water, you float; physically touching the
         ground can cause you pain; those who are "psychically
         aware" are thrown into convulsions in your presence and
         often speak in tongues. (5 pts)

           Cursed: (1-5 pt Flaw)
            You have been cursed by someone or something with
         supernatural or magical powers. This curse is specific and
         detailed. It cannot be dispelled without extreme effort, and
         it can be life-threatening. Some examples follow:
            _ If you pass on a secret that was told to you, your
         betrayal will later harm you in some way. (I pt.)
            _ You stutter uncontrollably when you try to describe
         what you have seen or heard. (2 pt.)
            _ Tools often break or malfunction when you attempt
         to use them. (3 pts.)
            _ You are doomed to make enemies of those to whom
         you become most attached (so whatever you do, don't get
         too close to the other characters!). (4 pts.)
            _ Every one of your accomplishments or achievements
         will eventually, inevitably, become soiled and fail in some
         way. (5 pts.)

         Magickal Prohibition or Imperative: (2-7 point Flaw)
            There is something you must or must not do, and your
         life, your luck, your magic and perhaps your very soul
         depends on it. It may be something that has always been
         upon you, a geas prophesied by druids at your birth, a sacred
         oath or vow you swore, or a promise or bargain you made,
         and Someone (with a capital S) witnessed it and is going to
         hold you to it. If you disobey, the consequences are dire, if
         not deadly.
            For example, Dominic De Woolfe is forbidden to ever
         harm a wolf, the totem shape chosen by his Avatar. A
         crazed Nephandi discovers this and pulls a rabid wolf out of
         his hat. Dominic then has the choice of violating his geas
         or getting bitten by a rabid wolf. He chooses to shoot both
         the wolf and the Nephandi, and, as a result, his Avatar
         deserts him, leaving him a mortal without the ability to do
         magic.
            Characters may have several magical prohibitions or
         imperatives, and these may come into conflict. In Celtic
         myth, Cuchulainn had the geasa to "Never refuse hospital-
         ity" and "Never eat dog meat." Three hags once offered him
         roast dog for dinner, and Cuchulainn died soon after.
         Consequently, most mages keep their magical prohibitions
         and imperatives secret, lest they be used against them by
         enemy mages. Perversely, geasa curses and sacred oaths are
         also marks of great status among certain Traditions, espe
         40   The Book of Shadows: The Mage Players Guide
         cially the Verbena and Dreamspeakers, who accord status
         to mages with such Flaws as if each were extra points of
         Destiny. Simply put, unimportant people don't have geasa
         or family curses.
            Storytellers should examine each prohibition or im-
         perative and assign a point value to it, as well as to the
         punishment for violating it. Easily avoided circumstances,
         such as "Never break bread with a red-haired man," are
         worth 1 point, while more common, or difficult, things,
         such as "Stop and pet every cat you see," are worth 2 points,
         and particularly drastic or dangerous circumstances, such as
         "Never back down from a fight," are worth 3 (or more)
         points. Consequences are worth points as well. Automati-
         cally botching the next major spell you do is worth 1 point,
         having bad luck for the rest of your life is worth 2, losing all
         your friends and worldly possessions is worth 3, dying is
         worth 4, and being deserted by your Avatar is worth 5.
         Characters and Storytellers may come up with variants of
         these.
            Traditionally, there is very little that may be done
         about geasa, which are simply facets of one's Destiny, and
         curses are devilishly hard to lift (and the Flaw must be
         bought off if they are). Characters who accidentally violate
         them may attempt to atone for their crime, fixing whatever
         they did wrong. A witch who has vowed to never eat any
         red meat, and then suddenly finds ham in her pea soup,
         might be able to atone for the trespass by fasting and
         sending checks to PETA. However, if a mage violates an
         oath willingly and with full knowledge - and survives -
         he becomes an oathbreaker, one of the foulest epithets
         among the Traditions. Oathbreakers are psychically marked.
         It is virtually impossible for them to find a tutor or any sort
         of aid. Some Traditions, notably the Order of Hermes and
         the Verbena, kill them on sight, numbering them among
         the Nephandi, whose dark paths of power are the only ones
         left open to them.
            Characters who wish to begin as oathbreakers should,
         take Dark Fate or some Curse, as well as the Flaw:'
         Oathbreaker, worth 4 points.

           The Bards Tongue: (I point F1~w)
            You speak the truth, uncannily so. Things you say tend
         to come true. This is not a facility for blessing or cursing, or
         an Effect that can be ruled by any conscious control (use
         Time 3 instead). However, at least once per story, an
         uncomfortable truth regarding any current situation will'
         appear in your head and come out your lips. To avoid
         speaking prophecy, the owner of this 'gift' must expend
         Willpower point and take a wound level from the strain
         resisting (especially if he bites a hole in his tongue).

         Primal marks: (2 point F1aw)
            You have an Avatar of the Primordial essence-some
         totem or god of legend. If the totem spirit is an animal, you
         strongly resemble what one would look like in human form
         so much that people who don't even know you call you
         "Bear", "Moose" or "Raven." If the Avatar is some well
         known god or hero, you look just like people would expect
         him to, including any particular deformities (though you
         do get extra points for those). You look the part so much
         that anyone can guess your nature at a glance, and there is
         some danger in that, especially if your Avatar has legendary
         enemies (and most do). Your Avatar will also require you
         ~ protect its species if it is an animal, or finish up its
         unfinished agenda if it is some god or hero.

           Haunted: (3 pt Flaw)
           You are haunted by a ghost that only you (and Medi-
         ums)  can see and hear. It actively dislikes you and enjoys
         making your life miserable by insulting, berating and dis-
         tracting you, especially when you need to keep your cool.
         It also has a number of minor powers it can use against you
         (once per story for each power): hiding small objects;
          bringing "chill" over others, making them very ill at ease
         with you; causing a loud buzzing in your ear or the ears of
          others; moving a small object such as a knife or pen;
         breaking a fragile item such as a bottle or mirror; tripping
          tripping you,  or making eerie noises, such as chains rattling. Yelling
          at the ghost can sometimes drive it away, but it will confuse
          those who are around you. The Storyteller will likely
           personify the ghost in order to make things all the more
           interesting for you. (More ideas for this Flaw can be obtained
            from Wraith.)

                     Sphere Inept: (5 p1. Flaw)
           You are unable to utilize the magicks of one of the
         Spheres. This is not due to the fact that you have not yet
         been trained in the particular Sphere of magick. You are
         denied access to this Sphere because your Avatar has been
         'crippled' in some way. No matter how much time you
         spend trying to correct the problem, you are unable to
         remedy it. You will be forever disconnected from the mystic
         Sphere selected. Discovering the cause of this 'injury'
         might become a character's long-term goal. Perhaps some
         sort of 'penance' could be found to eventually buy this Flaw
         off. This effect could have been generated by the mage
         being put through a lesser Gilgul in a previous incarnation.
         The Sphere of Ineptitude must be declared during charac-
         ter conception.

           Psychic Vampire: (5 point Flaw)
            The spark of Life is dying within you and must be
         continually fed from outside forces. You are a psychic
         vampire. Plants and insect life wither or die in your pres-
         ence as you feed on their energies, and any person you
         touch for more than an hour will suffer one non-aggravated
         Health Level as you siphon away his life. Those already
         injured (including those whose Bruised Health Level has
         been sucked away) will not heal while in your presence.
         You can still be in the same building without harming
         someone, but sharing a bed is not possible unless you want
               the other person to slowly die. If you do not feed the
               emptiness within yourself at least once a day, you will begin
               to die. The rate at which you take wounds follows the
               progression for natural healing in reverse: you take a Health
               Level after one day, a second in three days, a third in a week,
               a fourth in a month, and, finally, one wound every three
               months.
                 Mages with this Flaw who possess the Sphere of Life
               have a -2 on all difficulties with Effects designed to damage,
               stunt, destroy or corrupt a living thing when the healing
               touch is used. For each Health Level done in this matter,
               however, a Health Level caused to the mage as the result of
               life-energy starvation may be healed, or, if the mage has not
               gone without, the dying flame may be sated for an addi-
               tional hour per Level done. While a psychic vampire is
               bloated with Life energies, he will not automatically cause
               death and injury to those around him. The Verbena and the
               Celestial Chorus both find this Flaw to be a mark of
               extreme evil, best dealt with by the extermination of the
               one possessing it, while the Nephandi actively recruit those
               with this dark blessing. On the plus side, vampires find your
               blood completely lacking in sustenance.

                Dark Fate: (5 pt Flaw)
                 You are doomed to experience a most horrible demise
               or, worse, suffer eternal agony. No matter what you do,
              someday you will be put out of the picture. In the end, all your
               efforts, your struggles and your dreams will come to naught.
               Your fate is certain, and there is nothing you can do about
               it. Even more ghastly, you have partial knowledge of this,
               for you occasionally have visions ofyour fate- and they are
               most disturbing. The malaise these visions inspire in you
               can only be overcome through the use of Willpower, and
               the malaise will return after each vision. At some point in
               the chronicle, you will indeed face your fate, but when and
               how is completely up to the Storyteller. Though you can't
               do anything about your fate, you can still attempt to reach
               some goal before it occurs, or at least try to make sure that
               your friends are not destroyed as well. This is a difficult Flaw
               to roleplay; though it may seem as if it takes away all free
               will, we have found that, ironically, it grants freedom.
               Combining this Flaw with the Destiny Background is very
               appropriate- Elric and Vanyel are classic literary ex-
               amples.

               Mage Ties
                 These Merits and Flaws deal with the place, position
               and status of a character within mage society. These need
               not only apply to Tradition mages; the Technocracy and
               Nephandi (and perhaps even the Marauders) have internal
               politics with which they must contend.

                Boon: (1-3 pt Merit)
         One point would indicate a relatively minor boon, while
         three points would indicate that the Master probably owes
         you his life.

           Prestigious Mentor: (I pt Merit)
            Your Mentor had or has great Status among your
         Tradition, and this has accorded you a peculiar honor.
         Most treat you respectfully as a result, while some have only

         contempt for you, believing you to be nothing compared to
         them. This prestige could greatly aid you when dealing with
         elders acquainted with your Mentor. Indeed, your Mentor 5
         contacts may actually approach you at some point offering
         aid. Although your Mentor might no longer have contact
         with you, the simple fact of your apprenticeship has marked
         you forever.

           Reputation: (2 pt Merit)
            You have a good reputation among the mages of your
         Tradition. This may be your own reputation, or it may be
         derived from your Mentor. Add three dice to any Dice
         Pools involving social dealings with others of your Chantry
         or Tradition. A character with this Merit may not take the
         Flaw: Notoriety.

           Enemy: (1-5 pt Flaw)
            You have an enemy, or perhaps a group of enemies.
         Someone wants to harm you. The value of the Flaw deter-
         mines these enemies are. The most powerful
         enemies (Masters or elder vampires) would be five point
         Flaws, while someone nearer to your own power would be
         worth only one point. You must decide who your enemy is
         and how you earned such enmity in the first place.

           Infamous Mentor: (I pt Flaw)
            Your Mentor was, and perhaps still is, distrusted and
         disliked by many of your fellow mages. As a result, you are
         distrusted and disliked as well. This is a heavy load, and one
         not easily shed.

           Insane Mentor: (I pt Flaw)
            Your Mentor has completely lost his grip on consen-
         sual reality, and has become lost in Quiet or dangerously
         insane. Any wrong committed by your Mentor may affect
         your reputation, and some of your Mentor's dangerous
         schemes may somehow involve you. This Flaw does not
         apply to Marauders.

           Mentor's Resentment: (I pt Flaw)
            Your Mentor dislikes you and wishes you ill. Given the
         smallest opportunity, your Mentor will seek to do you
         harm, and may even attack you if provoked. Your Mentors
         friends will also work against you. Good luck!


          Twisted Apprenticeship: (I pt Flaw)
           Your Mentor was quite malevolent and taught you all
         the wrong things about mage society. Your concepts of
         Chantry politics are all wrong, and your faulty beliefs are
         likely to get you into a great deal of trouble. Over time, after
         many hard lessons, you can overcome this bad start (the
         Storyteller will tell you when). But until then, you will
         continue to believe what you were first told, no matter how
         others try to "trick" you into thinking otherwise.

         Diabolic Mentor: (2 pt Flaw)
           Your Mentor is engaged in acts that could cause a
         tremendous uproar. She could be wantonly ignoring Proto-
         cols, causing havoc with vulgar magick and Paradox, dealing
         with Nephandi or torturing captured Technomancers.
         Plenty of folks are after your Mentor's hide, and your skin
         may be tarred with the same brush.

         Notoriety: (3 pt Flaw)
           You have a bad reputation among your peers; perhaps
         you violated the Protocols once too often, or belong to an
         unpopular Chantry. There is a two dice penalty to all dice
         rolls for social dealings with associated mages. A character
         with this Flaw may not take the Merit: Reputation.

         Sleeper 'Society
           These Merits and Flaws deal with the influence, power
         and station of a character among the Sleepers. Some of
         them correspond very closely to certain Background Traits
         (such as Influence and Resources), while others simply
         elaborate and expand upon them. The Backgrounds give

         you more creative freedom, while the Merits provide you
         with exact details of what you possess.
           Such Influence is common among the upper ranks of
         the Technocracy, but Tradition mages and even Nephandi
         may share it. Mages with their fingers embedded too deeply
         in these pies may find themselves crossing swords with
         vampires, who exert a constant influence on the lives of the
         mortals around them.

         Black Market Ties: (1-5 pt Merit)
                 You have special ties to the underground shopping
         network, ties that help you acquire hard-to-find equip-
         ment.  This Merit adds + I die per point to your Streetwise
         roll when trying, for instance, to obtain black market
         goods. Difficulties for such rolls are left up to the
         storyteller (typically 7 or higher). The point cost reflects
         how connected you may be. The Storyteller may allow
         you to use your Black Market connections during the game
         to provide you with needed or useful equipment. Such
         connections will not simply hand you whatever you want
         -- such things don't come cheap! It is up to the Storyteller
         to determine  the quantity, quality and availability of the
         equipment. He may feel free to disallow it entirely if such
         connections would unbalance the game.
             One point- Small items: ammo, low-clearance ID
         badges, good software
            _ Two points- Average items: guns, hi-tech soft-
         ware, special ammo
            _ Three points- Fancy items: antique cars, explo-
         sives, automatic weapons
            e Four points- Hefty items: heavy weapons, high-
         security IDs or access codes
            _ Five points- "Yeah, right. Maybe next game.": hi-
         tech military weapons, high explosives, military vehicles

         Judicial Ties: (2 pt Merit)
            You have both influence over and contacts in the
         justice system. You know most of the judges as well as the
         attorneys in the prosecutor's department, and can affect
         the progress of various cases and trials with limited diffi-
         culty. Though it is difficult to intervene in a case, you can
         influence it in one direction or another. These ties can also
         make it easy to acquire search warrants.

         Mansion: (3 pt Merit)
            You own a large mansion- a home with 25 or more
         rooms- as well as the surrounding estate. The servants, if
         you have any, are provided for if you choose this Merit,
         although they cannot be used as Acolytes (Allies) unless
         you purchase the appropriate Background. The mansion is
         assumed to have the most current electronic security avail-
         able and a fence around the perimeter, but has no ties to
         Nodes or Horizon Realms (see the Chantry Background for
         such a place). While the mansion can be in as poor or as
         good a shape as you wish, the more inhabited it appears to
         be, the more attention it will garner. A ghost house won't
         attract IRS audits, but it may attract police scrutiny if bands
         of strange kids hang out there.

         Media Ties: (2 pt Merit)
            You have both influence over and contacts in the local
         media. You can suppress and create news stories (though
         not always with 100 percent efficiency; journalists are an
         unruly bunch) and you have access to the files and gossip of
         the staffs of newspapers and TV stations. Common among
         agents of the N.W.O. and Virtual Adepts.

         Nightclub: (2 pt Merit)
            You own a moderate-sized nightclub, perhaps one of
         the hottest nightspots in the city. This club brings in
         enough money to support you in moderate luxury ($1000 a
         month, but it can grow), but more important than the
         money is the prestige. You may use the nightclub as your
         Chantry, or you may simply hang out there. The name of
         the nightclub, its style, design and its regular patrons are all
         up to you. Variations on this theme could include: a
         restaurant, theater, comedy club, sports arena or retail
         store.

Church Ties: (3 pt Merit)
            You have influence and contacts in some local churches,
         and have the means to create protest rallies, help the needy
         or raise money. The more you use your ties, of course, the
         greater your risk of being discovered. This is appropriate for
         the Celestial Chorus and, perversely, the Nephandi.

         Corporate Ties: (3 pt Merit)
            You have both influence over and contacts in the local
         corporate community. You understand the dynamics of
         money in the city and have links with all the major players.
         In times of need, you can cause all sorts of financial
         mayhem, and can raise considerable amounts of money (in
         the form of loans) in a very short period of time. Common
         among Technomancers, and almost obligatory in the Syn-
         dicate.

         Entertainment Ties: (3 pt Merit)
            You have a degree of fame and influence in the local
         entertainment scene (music, theatre, dance, S.C.A., etc.).
         Either you own or manage a good venue or site or you have
         some notoriety among both peers and fans. You can exert
         this influence to ferret out information, or buy favors. This
         is especially useful when searching for Acolytes or attempt-
         ing unsubtle magick under the right circumstances ("But
         he's a stage magician! He's always doing stuff like that.").
         For 5 points, this fame can become nationwide (Is David
         Copperfield really working for the Order of Hermes?).

         Police Ties: (3 pt Merit)
            You have both influence over and contacts in the local
         police department. You can, with a single phone call, cause
         an APB to be issued. However, the more often you use your
         ties with the police department, the weaker they become,
         and the more attention you attract toward yourself. Your
         influence is not solid (that can be achieved only through
         game play), and it can let you down at times.


         Political Ties: (3 pt Merit)
            You have both influence over and contacts among the
         politicians and bureaucrats of the city. In times of need, you
         can shut off the power and water to a building or neighbor-
         hood, and can unleash many different means of harassment
         against your enemies. The more you use your political ties,
         the weaker they become. Total control can only be achieved
         through game play. Syndicate and N.W.O. mages often
         have this Merit.

         Underworld Ties: (3 pt Merit)
            You have both influence over and contacts in the local
         Mafia and organized street gangs. This provides you with
         limited access to large numbers of "soldiers," as well as
         extensive links to the underworld of crime. The more often
         you use your ties with the criminal element, the weaker
         they grow.

          Corporation CEO: (5 p1 Merit)
           You have a particular influence and sway over a major
         corporation and associated companies, just as if you were its
         chief executive officer. Indeed, you might have owned this
         company before your Awakening, and you have retained
         your control. Through this corporation, you know much
         that takes place in the corporate community and have the
         means to wage economic welfare. This Merit provides you
         with some informal Allies and Resources, the exact extent
         of which are determined by the Storyteller. This is a
         common Merit for Technocracy higher-ups.

           Ward: (3 pt Flaw)
           You are devoted to the protection of a Sleeper. You
           may describe your ward, though the Storyteller will actu-
           ally create her. This character may be a friend or relative
           from your pre-Awakened days, or just a good friend. Aco
           lytes do not count as Wards, as they "pay their own way.
           wards have a talent for getting caught up in the action of
           stories, and they're frequent targets of a character's en-
         emies

             		Haunted: (4 pt Flaw)
          	Vampires and werewolves are not the only Awakened
           who need to fear fanatical witch-hunters (see "The Rule of
            Shade  "'in Book Three). You have somehow attracted the
           interest of some Sleeper agency (perhaps controlled by the
           Technocracy or Nephandi) or individual who now seeks
           your destruction. This hunter is beyond reason and has
           some form of power, influence or authority that puts you at
           a disadvantage. Your friends, family and associates are
           likewise endangered. Sooner or later, this Flaw will result in
           a confrontation. The resolution should not be an easy one.

              Physical
            These  Merits and Flaws deal with your health and
          physical makeup. Life 3 can recreate these Merits or fix
          these flaws to a degree, but the limitations of the Better
          body apply.

            Double-jointed: (I pt Merit)
          You are unusually supple. Reduce the difficulty of any
          Dexterity roll involving body flexibility by two. Squeezing
          through a tiny space is one example of a use for this Merit.

            Huge Size: (4 pt Merit)
          You are abnormally large in size, possibly over seven
         feet tall and 400 pounds in weight. You therefore have one
         additional Health Level, and are able to suffer more harm
         before you are incapacitated. Treat this as an extra Health
         level with no penalties to rolls

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

           Asthma: (I p1 Flaw)
            You have difficulty performing strenuous tasks because
         you cannot breathe properly. With asthma, your lungs only
         pull in a fraction of the air that normal lungs require. Any
         time that you exert yourself, you must make a Stamina roll
         against difficulty of6 or be unable to perform any action on
         the next round while you catch your breath.

           Short: (I p1 Flaw)
            You are well below average height, and have trouble
         seeing over high objects and moving quickly. You suffer a
         two dice penalty to all pursuit rolls, and you and the
         Storyteller should make sure your height is taken into
         account in all situations. In some circumstances, this will
         give you a concealment bonus.

           Disfigured: (2 pt Flaw)
            A hideous disfigurement makes you ugly and easy to
         notice or remember, You therefore have a zero Appear-
         ance. Common among the Nephandi and some particularly
         bizarre Technomancers.

           Child: (3 p1 Flaw)
            You were a small child at the time of your Awakening
         (see "Child Mages" in Book Three). You may be preco-
         cious, but you're still just a kid. You have the Flaw: Short
         (see above), and find it difficult to be taken seriously by
         others (two dice penalty to all relevant rolls). Additionally,
         you may be subject to parental control, cuffews and child
         labor and truancy laws. Few clubs will admit you, because
         you are "underage."

           Deformity: (3 p1 Flaw)
            You have some kind of deformity - a misshapen limb,
         a hunchback or whatever- that affects your interactions
         with others and may inconvenience you physically. The
         difficulties of all dice rolls related to physical appearance
         are raised by two. Your deformity will also raise the diffi-
         culty of some Dexterity rolls by two, depending on the type
         of deformity you possess.

           Lame: (3 pt Flaw)
            Your legs are injured or otherwise prevented from
         working effectively. You suffer a two dice penalty to all dice rolls related to movement.  A character may not take this flaw along with the Merit: Double-Jointed.

     One Arm:(3 pt Flaw)
       You have only one arm—choose which, or determine randomly at character creation.  This could be a battle scar, birth defect or other form of injury.  It is assumed that you are accustomed to using your remaining hand, so you suffer no off hand pena
lty.  However, you do suffer a two dice penalty to any Dice Pool where two hands would normally be needed to perform the task.  A character may not take this Flaw along with the Merit:Ambidextrous.

      Mute: (4 pt Flaw)
    Your vocal apparatus does not function, and you cannot speak at all.  You can communicate through other means—typically writing, Mind magick, or sighning.

	Paraplegic: (6 pt Flaw)
         You can hardly move without assistance, such as a pair of crutches or a wheelchair.  Even then it can be painful and cumbersome to do so.  The storyteller and you should take care to rollplay this flaw correctly, no matter how difficult it makes 
things.  A character may not take this Flaw along with the Merit: Double-Jointed.