Darkstone Keep
 
MENTAL
 

 
Absent-Minded (3 pt. Flaw): This may not be taken with the Concentration merit. Though you do not forget things like Knowledges or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your haven you need to make a Wits roll (as a last resort, spend a Willpower point).
 
Amnesia (2 pt. Flaw): You are unable to remember anything about your past, yourself, or you family - your life is a blank slate, though it may someday come back to haunt you. You can if you wish take up to 5 points of other Flaws without specifying what they are, and leave it to the Storyteller to detail them - over the course of the Chronicle you and your character will slowly discover them.
 
Calm Heart (3 pt. Merit): You are naturally calm and well-composed, and do not easily fly off the handle (a -2 difficulty to all Frenzy rolls, no matter how the incident is provoked).
 
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 for novice players because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (more important) what you should and shouldn't do.
 
Concentration (1 pt. Merit): You have the ability to focus your mind and shut out any distractions or annoyances. Any penalties to a die roll arising from a distraction or other circumstance is limited to two (-2 dice or +2 difficulty maximum), though no extra benefits are gained if only one penalty is imposed.
 
Confused (2 pt. 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 confusion, but only temporarily.
 
Deep Sleeper (1 pt. Flaw): When you sleep it is very difficult for you to awaken (a +2 difficulty on any roll and roleplay how you never seem to be on time when you have an appointment early in the evening).
 
Eidetic Memory (2 pt. Merit): You can remember things seen and heard with perfect detail. By gaining at least 1 success on an Int + Alertness roll you can recall any desired sight or sound accurately, even if you heard it or glanced at it only once (though in the latter case the difficulty would be high). Five successes allow you to recall an event perfectly - the Storyteller relates to you exactly what was seen or heard.
 
Iron Will (3 pt. Merit): When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. Note that the Storyteller may require you to spend Willpower when extremely potent powers are directed at you.
 
Light Sleeper (2 pt. Merit): You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation (the rules regarding how Humanity restricts the number of dice usable during the day are waived).
 
Lightning Calculator (1 pt. Merit): You have a natural affinity with numbers and a telent for mental arithetic, making you a natural when working with computers or betting at the racetracks (a -2 difficulty with relevant rolls). Another possible use (assuming you have number on which to base your conclusions) is the ability to calculate the difficulty of certain tasks (under certain circumstances you may ask the Storyteller the difficulty rating of a task that you want to perform).
 
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 the Willpower point. Only if you would normally botch or fail the roll do you actually spend the Willpower point - note that this merit may only be used when you need confidence.
 
Strong Will (3 pt. Merit): By expending a Willpower, you can ignore a successful attempt to Dominate you.
 
Time Sense (1 pt. Merit): 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 (whether you concentrate or not). You can estimate the time of day to within a minute or two, and the passage of time with the same accuracy.
 
Weak-Willed (2 pt. Flaw): You are highly susceptible to Dominate and intimidation by others. You can employ your Willpower only when survival is at stake or it is appropriate to your nature (in fact you are unable to use your Willpower freely).