Merits And Flaws

Merits

Mental Merits

Code of Honor (2pt)
You have a personal code of ethics to which you adhere. The specifics of this code must be worked out prior to play, and the character must follow it strictly. Characters with this Merit gain +2 dice 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.

Coldly Logical (1pt)
While some might refer to you as "cold" you have a knack for separating factual reporting from emotional or hysterical colouration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings. In game terms, the character gains +1 dice to separate fact from emotions and to determine when someone is too emotional to be clear headed.

Lightning Calculator (2pt)
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. All relevant rolls gain +2 dice.

Eidetic Memory (3pt)
Also known as Photographic Memory, you are capable of recalling mostly anything you witness. Read it in a book? Check. Overheard someone’s conversation? Check. If you were there, you likely remember whatever was going on at the time. No checks should be expected for relatively mundane stuff (Like remembering the full grocery list) but Perception checks may be required to recall things the character was not actively paying attention to at the time.

Linguist (3pt)
You are remarkably adept at learning languages. The number of languages known with each dot of Linguistics is doubled and you receive a -1 difficulty at deciphering unfamiliar languages.

Traveller's Intuition (2pt)
No matter where you might be headed, a certain "navigator's reckoning" keeps you going in more or less the right direction. This sense is in no way exact, but it can keep you from getting hopelessly lost, even in a maze. It might take time - lots of time - but you will find your way to your destination. In game terms, this merit functions as a plot device. In any non-magical maze, wilderness or city, you can find your way to your goal without becoming hopelessly lost. Navigation-based rolls gain +2 dice. Note that this is not an "internal map"; under most circumstances, you simply have a feeling about which direction to take. Unless someone uses magick to puzzle you, you'll never get really lost. If someone does try to foul your senses with a spell, this merit increases their difficulty on their Power roll to do so by 1.

Physical Merits

Acute Sense (1pt)
One of your senses is exceptionally sharp, be it sight, hearing, smell, touch or taste. The character receives one extra dice in rolls for all tasks involving the use of this particular sense.

Ambidextrous (2pt)
You can use both hands equally as well and suffer no off-hand penalties.

Bruiser
Your appearance is sufficiently thug-like to inspire fear or at least disquiet in those who see you. While you're not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You receive one extra dice for all Intimidation rolls against those who have not demonstrated their physical superiority to you.

Catlike Balance (1pt)
You possess an innately perfect sense of balance. Characters with this Merit get an extra dice for all balance-related rolls (e.g., Dexterity + Acrobatics to walk along a narrow ledge).

Double Jointed (1pt)
You are unusually supple. You receive an extra dice for any Dexterity roll involving body flexibility. Squeezing through a tiny space is one example of a use for this Merit.

Huge Size (3pt)
You are abnormally large in size, at least 6'10" and 300 pounds in weight. Aside from making you extremely noticeable in public this extra mass bestows an additional Bruised health level. Characters with the Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.

Poison Resistance (2pt)
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 against the effects of a poison or toxin, reduce your difficulty by 2.

Quick Healing (5pt)
For whatever reason, you have the fortunate genetic make-up that ensures rapid healing. In game terms, the character heals at twice the normal rate.

Social Merits

Gall (2pt)
Audacity, guts, pluck - whatever it's called, you've got it. You aren't afraid to stand up to anyone, from naughty children to government leaders. This isn't brash, foolhardy behavior; you're still polite, after all. You simply don't get the shakes when the Minister for Magic comes over to speak to you. Many respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone.

Striking Looks (2pts)
Your appearance is noteworthy and memorable. Add Striking Looks as a die bonus to Social rolls that benefit from your appearance, and to rolls by other characters to notice or remember you.

Animal Magnetism (1pts)
You have an almost feral allure to those who would be attracted to someone of your gender identity and expression. Add +2 to all rolls involving those people for the purposes of seduction or persuasion.

Innocent (3pts)
You have an aura of childlike innocence (whether you really are or not). In game terms, the character rolls with +2 dice on rolls involving Subterfuge or Manipulation.

Soothing Voice (1pt)
You have an entrancing voice. In game terms, you gain +1 dice to rolls that involve vocal charming (singing, hypnosis, preaching, etc.).

Ability Merits

Talented (3pts, repeatable)
You have a particular inclination towards one or two fields of magic. Choose one School (such as Transfiguration or Potions). Gain a dot in that school. This Merit is repeatable. It is recommended that if you really want more than a handful to instead look at the ‘Gifted’ Merit.
Canon Example: Neville Longbottom and Herbology.

Gifted (9pt)
You are a particularly gifted witch or wizard, and most, if not all, fields of magic come a bit more easily to you. Gain one dot in all schools.
Canon Example: Hermione Granger

Ability Aptitude (4pts)
Pick a single skill, talent, or knowledge: you're a whiz at whatever this is. In game terms, you gain +2 dice whenever you use this ability.

Jack of All Trades (5pts)
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, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must first buy one dot, then two, etc. as if he had no dot in it.

Daredevil (3pts)
You are good at taking risks, and are even better at surviving them. All rolls gain +2 dice whenever you try something particularly dangerous, and you can ignore one botch result when you roll ones on such actions per day.

Animal Affinity (3pt/5pt)
You share a special bond with a particular kind of animal. All Animal Ken checks are at a -2 difficulty when including that animal type. Additionally, caring for and keeping these kinds of animals comes naturally to you, and those you keep are inclined to show loyalty to you and be of notably healthy stock. For 5pts you may have this bond with a magical creature type such as phoenix, dragons, or bowtruckles.

Magical Merits

Animagus (5pt/7pt/9pt)
You have undergone the involved and difficult training to become an Animagus. Choose an animal, and the ability to shift into it is automatic. By law, all animagi must register, making unregistered animagi (such as Sirius Black, or Rita Skeeter) illegal and prone to prosecution if found out. However, registration has drastically dropped in popularity since the fall of the Ministry and the records falling into Death Eater hands. The 5pt version of this merit is for a mundane animal form (dog, cat, horse, bird) that was legally registered and is known to the Death Eaters. The 7pt version is for a mundane animal form that is not registered and therefore unknown to Death Eaters OR an exotic animal form (tiger, python, zebra) that is registered and known by Death Eaters. The 9pt version of this merit covers an exotic animal form that is unregistered and therefore unknown to Death Eaters.
Canon Examples: Sirius Black (Dog, unregistered), Rita Skeeter (Beetle, unregistered), Minerva McGonagall (Cat, Registered like the good girl she is)

Metamorphmagus (7pt)
You are one of the very rare wizards called metamorphmagi with the uncanny ability to change your appearance without the use of spells, potions or enchanted items. This ability typically presents itself at birth, often with infants changing their hair colors with their moods. The ability to shift is second nature to a grown wizard, takes one turn to complete, and can be used to mimic the appearance of others.
Canon Example: Nymphadora Tonks

Half Breed (1pt/3pt/6pt)
In your family tree, something not entirely human has decided to nest. You have developed traits that indicate this non-human addition to your family. The listed half-breeds are found in canon, if you have a pitch for another variety, talk to Staff. Staff reserves the right to not allow pitched half-breed ideas. The creature will need to be explained in a +note which will also include your stat bonuses. The Creature can be only removed as far back as Great-Grandparent before noticeable traits vanish from the bloodline. The further removed, the less noticeable the lineage and effective the trait. This merit is repeatable, but no Witch or Wizard may have more than 3/4 of their heritage from magical creatures. The 1pt version of this merit is for 1/8 creature heritage (Great-Grandmother or Great-Grandfather) and conveys only cosmetic traits, but grants two dots of the respective lore for free. The 3pt version of this merit is for 1/4 creature heritage (Grandfather or Grandmother) and conveys +1 to the corresponding attributes and the first two dots of Lore. The 6pt version of this merit is for 1/2 creature heritage (Mother or Father) and conveys +2 to the corresponding attributes plus the first two dots of Lore. Additionally, 1/2 creatures have a small, once a day magic they may pull from their bloodline. However, 1/2 creatures may not make use of Polyjuice Potion.
Canon Examples: Hagrid (Half-Giant), Fleur Delacour (Quarter-Veela)

  • Giant - Strength/Stamina
    • Half Giant Magic: Add Stamina score to any Strength roll.
  • Veela - Presence/Dexterity
    • Half Veela Magic: Ranged fireball attack, single target, Presence + 2 Damage
  • Banshee - Wits/Presence
    • Half Banshee Magic: Scream attack, Presence vs Stamina to all in hearing or lose consciousness for Presence + 1 rounds.
  • Goblin - Intelligence/Resolve
    • Half Goblin Magic: Sense the material composition, age, value, and maker of any item or open a Goblin-made lock.
  • Vampire - Manipulation/Wits
    • Half Vampire Magic: Sacrifice up to 6 health. You may then raise any one Attribute by that amount, or for a lesser amount for more rounds. For example: +6 Strength for 1 round, or +1 Strength for 6 rounds, or +2 Strength for 3 rounds.
  • Mer - Stamina/Intelligence
    • Half Mer Magic: Roll Stamina + Athletics, may breathe underwater for as many rounds.

Seer (3-5pt)
You have the extremely rare ability to foresee the future. Your predictions range from the very minor to huge game changers. This is a merit that will be closely involved with Staff due to the nature of predictions and how they affect the game. For 3pts you may have very infrequent but moderately important prophecies or frequent, unimportant visions - Prophecies for either version may be inaccurate, as well. For 4pts you may have frequent, moderately important prophecies or very infrequent but incredibly important prophecies. For 5pts you are a renowned seer, who has either made world-changing prophecies a handful of times or have consistent, important visions that consistently are relevant to you or those around you.

Werewolf (7pts)
Sometime in your life you were attacked by a Werewolf during a full moon … and survived. Now you are also cursed like the one who cursed you. Without fail, you turn into a mindless wolf-beast every full moon. During this time, you are incredibly infectious and if you attack someone, and they survive, you’ve passed on your curse. Some revel in this state, such as Fenrir Greyback and go out of their way to place themselves in advantageous positions to savage, maim and kill people during the Full moon. Others, such as Remus Lupin, are very cautious of their condition and do everything they can to limit the risk to others every month. While there is no cure, there is hope in the Wolfsbane Potion, which helps you keep your mind and helps you sleep through the night and day of the full moon. For all of its social woes, however, lycanthropy comes with some benefits. Stat bonuses are listed below, and dependant on the phase of the moon.
Canon Examples: Fenrir Greyback, Remus Lupin

  • New Moon: No stat benefits or penalties.
  • Crescent Moon: +1 Wits for the purpose of scent and sight.
  • Half Moon: +2 Wits, +1 Stamina, -1 Composure when angered
  • Gibbous Moon: +2 Wits, +2 Strength, +1 Stamina, -2 Composure. These are active at all times during this moon phase.
  • Full Moon: Transformation.
    • Treated: +3 Wits, +5 Dexterity, +3 Strength, +2 Stamina, Bite attack for Strength + 2 damage, Claw attack for Strength + 1 damage. -3 Composure.
    • Untreated: Same stats, but mindless and vicious.

Vampire (7pts)
You were bitten by a vampire and infected with Vampirism. Though vampire rights have improved over the past century, much of the Wizarding World still views vampires with fear, and it not wholly unfounded. A vampire bite will never heal and will either kill its victim or infect them as well. Vampires do need to consume blood to survive, though animal blood will do in a pinch. A vampire must feed at least once a month to survive, but less than once a week makes them irritable, weak, and easily distracted. Their hunger is constant and unabating, it grows progressively more painful as it is ignored.

Vampires, to a one, take on a pallor, and grow sharp fangs for the purpose of feeding. Their blood is not contagious, only their saliva, though this is not always widely known. Vampires are nocturnal by nature, and though sunlight will not kill them, bright light can be disorienting - Being awake during the day is much like working the graveyard shift for the average person. With Vampirism being a magical infection, anything that would affect a normal infection causes discomfort or works differently for vampires. Silver backed mirrors and photos developed in silver nitrate do not reflect or capture a vampire. Silver jewellery makes them itch and garlic causes an allergic reaction strong enough to repel them.

All of that said, there are perks to being a vampire. Vampires age at a much different rate than a normal witch or wizard. It takes different amounts of time for each vampire, but at some point their aging will cease, keeping them preserved for a long time. Though vampires are not properly immortal, it is unknown how long they can exist naturally, as most fall prey to hunters well before their natural passing. Already being partially dead, they need not breathe, move, eat food or drink water if they do not wish. Additionally, all vampires gain a +2 Manipulation, +2 Wits, and the ability to bite a victim for Strength + 1 damage. Life Half-Vampires, they may also spend their health pool to increase their Attribute pools. They may do this as often as they can afford. To do so, they spend X amount of Health, and divide those health points over an Attribute and time. (Example: Spend 6 Health, raise Strength by 6 for 1 round, or by 1 for 6 rounds, or 2 for three round, etc.) Only one Attribute may be increased this way at a time. A Vampire feeding is a one for one transfer of health. In combat, a Vampire must successfully Grapple their target, and may opt to bite instead of the normal grapple rules. Each round, they then roll Dexterity, draining as many health levels as successes from their target, and gaining them to their own Health pool. This grapple can be broken as any other grapple can.

Vampires may buy the Legilimancy at half cost. Record the full point value on your +sheet, and simply overspend by the discounted amount.

Wandless Magic (1/3/5/7/9pt)
Wandless magic is a tricky and advanced technique. Many witches and wizards never learn this particular skill. Those that do learn it often can only cast a spell or two in this manner. Please specify your character's wandless spells in a +note. For 1pt your character is a one trick pony. They have one spell they may cast without a wand. For 3pts your character has perfected a small suite of spells without the use of a wand, no more than five. For 5pts your character has enough control over one School of magic to perform it wandless. For 7pts your character may cast all standard magic without a wand. For 9pts your character may cast all magic, including ritual and Unforgivable magic, without a wand.

Legilimency (3/5/7/9pt)
The nature of the mind is one of the world's greatest mysteries - and thus, a subject of extreme fascination to many witches and wizards over the years. Legilimency is a branch of magic with a long and storied past. While something that anyone with a sufficient amount of empathy and/or stubbornness can learn to do, there are those born with an innate talent for the art.

  • At 3pts your character has almost no natural inclination toward Legilimency. They must have eye contact, cast the spell aloud, (and with a wand, unless they have the Wandless merit sufficiently high) and make a successful Resolve + Empathy roll at Diff 6 to do so. If their target possesses the Occlumency ability, they may contest with Resolve + Occlumency diff 6.
  • At 5pts your character has a moderate natural inclination toward this art. If they have eye contact with their target, they make the Resolve + Empathy roll at diff 3. They can make the check without eye contact at diff 6. If their target has Occlumency, they may resist via Resolve + Occlumency, matching the Legilimency difficulty.
  • At 7pts your character has a strong affinity for this magic. At this level, use of Legilimency is no longer a matter of out-stubborning your way through a barrier, but extending your magic in a way that feels natural. With eye contact, no roll is necessary unless the target is an Occlumens, at which point you must roll Power + Empathy vs their Resolve + Occlumency, both diff 6. Gathering thoughts without eye-contact requires a Power + Empathy roll at diff 5, unless the target is an Occlumens, at which point the difficulty is 7 and is resisted by their Resolve + Occlumency vs 6. This is the first level of this merit where the Legilimens can plant thoughts into someone else's mind, but that requires a separate Manipulation + Subterfuge roll at diff 9 after they have successfully 'tuned in'. An Occlumens may make a Wits + Occlumency vs 9 to identify planted thoughts.
  • At 9pts your character is a master of this magic at a deep and instinctive level. Like Queenie Goldstein, the thoughts of other humans have become as second-nature to you as their physical voices. No roll is required unless a character is an Occlumens, at which point listening requires a successful Power + Empathy roll at diff 5 vs their Resolve + Occlumency vs 6. Bear in mind that this level of Legilimency can be as much a burden as a gift. Even silent rooms are noisy for your character and finding an escape is sometimes nigh impossible. Planting a thought into someone else's mind at this level still requires willful effort and a successful Manipulation + Subterfuge roll at diff 7. This may be resisted the same way as above by an Occlumens.

Bonespeaker (9pt)
There is a ritual that (for very good reasons) is, by most governments, kept under lock and key. It is a ritual to gain the power to find what has been lost - to seek what has been forgotten. The ritual does not often (in most printings) warn would-be participants of the cost, and only one in ten-thousand survive the process without paying the ultimate price - their magic. Characters who take this merit should also take the Squib flaw. Note that if this merit is taken without it, the application will be under much heavier scrutiny from staff. That is an extremely rare occurrence and should be treated as such. Characters with this merit have an innate sense of the magic in the world around them - folklore attributes it to their lack of having it. No Awareness rolls are needed to sense ambient magic, magical cores, or the remnants of the same, even from long-dead bones (of wood or calcium). A successful Intelligence roll, however, is required to make sense of what you're feeling. Most often, this is an Intelligence + Academics roll, but may be Intelligence + a relevant Lore or other Knowledge if that is more appropriate to the given situation. The most well-known Bonespeaker in Britain is a woman named Charity Brennan, who has published numerous books on the nature of magic around the world. These texts are always recommended to new Bonespeakers trying to get a handle on the sudden influx of information from the world around them.

Magical Bond (1/2pt) 1pt version is for highly social creatures like Werewolves, Half-Goblins, Half-Giants, Half-Veela, Half-Mer
(Repeatable, must be bought in pairs.)
The ambient and unconscious magic of a witch or wizard can be a powerful force - even to people who don't particularly understand it. Whether from a powerful emotional connection over time or a purposeful ritual and vow, bonds between individuals are a kind of magic that is powerful, though little understood. Whether it's the old married couple who work around each other like clockwork and die within days of one another, or a pair of best friends who always seem to know when they're needed most - or a set of twins speaking complex thoughts completely in stereo. There is a magic in this synchronicity, though your characters belief, understanding, or even knowledge of it will be heavily dependant on the culture in which they grew up. Characters with this merit (even if they're unaware of its existence) have a vague general sense of each others' well-being, and a strong sense of dread or foreboding when one or the other is in danger. In addition, natural healing time is doubled when deprived of their presence, and halved when they're able to be around. This is not telepathy or legilimency, and operates entirely on a subconscious level. Recently some work has been done on the possible existence of such bonds (as there are certainly cultures around the world that have much more knowledge) and those who become aware of their existence may be able to find new ways to make use of them through trial and error (at staff discretion). NOTE: These bonds are very easily visible to anyone with the Bonespeaker merit, and can be detected by a Wits + Awareness roll by anyone who knows what to look for. Be aware of that potential for discovery before taking this merit. Additionally the death of a bondmate is a serious emotional and magical wound, one that may never heal properly.

Flaws

Mental Flaws

Addiction (1/2/3)
You are addicted to any one of a variety of things. A one-point Flaw would be a mild addiction to an easily obtained 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 painkillers, sleeping pills or marijuana. A three-point Addiction involves the heavy street drugs or hard-to-find drugs. Some medicinal potions have addictive qualities to them, notably the Dreamless Sleep. The need for these drugs varies from once a day for some 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 Resolve check (difficulty of 4 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 (1pt)
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 Control point, but it is in effect at all other times.

Curiosity (2pt)
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 (difficulty 5) for simple things like, "I wonder what is in that cabinet." Increase the difficulty up to 9 for things like, "I wonder what those strange sounds coming from the Slytherin Prefect's dorm are. I'll just slip in and check it out — no one will ever know. What could possibly go wrong?"

Dark Secret (1pt)
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. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.

Driving Goal (3pt)
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. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Control or rolling Resolve), 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.

Flashbacks (3pt)
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. Flashbacks can be caused by almost any trauma—torture, extended combat or repeated drug experimentation. Either positive or negative stimulation could result in an episode. Emotional anxiety and stress are the usual catalysts for the flashbacks to begin. Returning to a good and happy vision can be just as dangerous or distracting as suddenly being surrounded by demonic hallucinations. During the flashback, 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.

Hatred (3pt)
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.

Inferiority Complex (1pt)
Nope, you're not worthy. never have been, never will be. You'll keep trying, and tackle whatever task your superiors, the purebloods, the nobles, etc. set you to, but even if you succeed and make a good job of it, it still won't be good enough for you. In situations requiring you to take charge and strut your stuff, all your difficulties are raised by one.

Intolerance (1pt)
You have an unreasonable 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 left-handed Lithuanian plumbers 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.

Lifesaver (3pt)
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 commit murder should be punished.

Low Self Image (2pt)
You just don't believe in yourself. You have two fewer dice in situations where you don't expect to succeed (at the Storyteller's discretion, although he might limit this penalty to one die if you do the brave thing and point out times when this Flaw could affect you).

Phobia (1/2/3pt)
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 Resolve roll whenever 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.

Nightmares (1pt)
You experience horrendous nightmares nearly 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 night (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.

Obsession (2pt)
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 magical 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 black 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, blades, Quidditch, roleplaying games…you know the type.

Overconfident (1pt)
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 convincing enough, you can infect others with your overconfidence.

Pack Mentality/Nest Mentality (2pt) Werewolf or Half-Veela Only
The pack or nest is your life; without it, you are nothing. Your identity is so tied to that of your pack or nest that you always think in terms of "us" rather than "me." When in the presence of at least one packmate or nestmate, you receive a -1 on all pack tactics difficulties; when alone, you receive a +1 to all difficulties. You are so dependent on your pack or nest that sometimes you can't make decisions without them — even if you are the alpha! The Storyteller may decide that you have to make a Resolve roll or even spend a Control point to act on your own in a stressful situation.

Sadism/Masochism (2pt)
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 Control roll (difficulty 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.

Short Fuse (2pt) Werewolf Only
The difficulty of your Composure rolls is always 2 higher, no matter how you might be provoked. The moon's touch on you is stronger than normal, and you naturally fall more easily into a dangerous rage. This Flaw is a dangerous one; don't choose it lightly.

Shy (1pt)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social interactions are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don't expect your character to make a public speech.

Soft-Hearted (1pt)
You cannot stand to see others suffer; maybe you're truly compassionate, or maybe you just dislike the intensity of their emotion. If you directly cause someone's suffering while that person is with you, you experience days of nausea and sleepless grief. You avoid situations in which you might have to observe suffering, and you will do anything possible to protect others from it as well. Whenever you must witness true suffering, difficulties for all your rolls are at +2 for the next hour.

Territorial (3pt) Werewolf or Half-Veela Only
You don't like to leave your territory, nor do you like to have strangers enter it. In fact, you get so nervous and disoriented while outside your territory that you are + 1 on all difficulties. In addition, you must make a Composure roll to keep yourself from attacking intruders who enter your territory, unless they obtain your permission to do so.

Vengeance (2pt)
You have a score to settle — a village was wiped out, a friend was corrupted, a parent was slain, your home was destroyed…. 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 Control points, and even then, it only temporarily subsides. Someday you may have your revenge, but it won't be easy.

Absent-Minded (3pt)
Though you do not forget such things as Knowledges or Skills, you do forget such things as names, addresses and the last time you ate something. In order to remember anything more than your own name and the location of your home, you need to make a Wits roll. This Flaw may not be taken with the Merit: Concentration.

Airhead (1pt)
You're so wrapped up in your own little world, you don't have a clue about reality! Perhaps you retreat into yourself because you're afraid or avoiding a problem, but more likely, you simply aren't using your gray cells. Maybe you fall in and out of conversations and spout non sequiturs. Whatever the case, many people often snicker at you behind your back. This can result in Perception and Wits penalties in relevant situations.

Amnesia (2pt)
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may some day come back to haunt you, and staff is under no obligation to be merciful. (You can, if you wish, take up to five points of other Flaws without specifying what they are. Staff will supply the details. Over the course of the chronicle, you and your character will slowly discover them.)

Confused (1pt)
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 Control to override the effects of your confusion, but only temporarily.

Deep Sleeper (2pt) Vampire or Half-Vampire Only
When you sleep, it is very difficult for you to awaken. If you want to be up before sunset, you must make a successful Resolve roll or spend a point of Control.

Weak-Willed (4pt)
You are highly susceptible to domination and intimidation; you are, in fact, unable to use your Control freely. You can spend Control only when survival is at stake or when it is appropriate to your Nature. In addition, all Resolve rolls are at a +2 difficulty.

Physical Flaws

Colorblind (1pt)
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. Note: color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of playability.

Bad Sight (2pt)
Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. This Flaw is neither nearsightedness nor farsightedness — it is a minor form of blindness. The impairment is not correctable.

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

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

Hard of Hearing (1pt)
Your hearing is defective, but not entirely missing. The difficulties of all dice rolls related to hearing are increased by two.

Anosmia (2pt)
You cannot smell anything, plus your sense of taste is severely diminished.

Allergic (1-4pt)
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 general or particularly hazardous for an individual, add an additional point to this Flaw.

Deformity (3pt)
You have some kind of deformity — such as a misshapen limb, a hunchback — 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 difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.

Disfigured (2pt)
A hideous disfigurement makes you ugly and easy to notice or remember. You therefore have a zero Appearance.

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

One Arm (3pt)
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 penalty. However, you do suffer a two dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw along with the Merit: Ambidextrous.

Paraplegic (6pt)
You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it may be painful and cumbersome to do so. You should take care to roleplay this Flaw correctly, no matter how difficult it makes things.

Short (1pt)
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 should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus.

Wolf Years (5pt) Werewolf Only
Your lifespan takes more after the wolf inside you than the human you strive to hold onto. You begin to take ageing effects after five years of your infection, and should only expect to live between 12-20 years after the bite.

Ability Flaws

Inept (7pt)
You are not attuned to your natural aptitudes and, therefore, have 5 fewer points to spend on your Abilities. Of course, you can still spend freebie points to take dots in Abilities. However, you cannot, at the start of the game, have any Ability at level 3 or higher, with the exception of your character's native Lore.

Magical Flaws

Bard's Tongue (1pt)
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. However, at least once a month, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophecy, you must expend a Control point and take a Health Level from the strain of resisting (especially if you bite a hole in your tongue).

Running Water (3pt) Vampire Only
You believe in the old folklore, and cannot cross running water unless you are at least 50 feet above it. Running water is considered to be any body of water at least two feet wide in any direction and not completely stagnant.

Reflectionless (2/4pt) Vampire and Half-Vampire Only
You actually cast no reflection, just like the vampires of legend. This can have a very detrimental effect when trying to pass as a human. This flaw is 2 points for Vampires and 4 points for Half-Vampires.

Primal Eyes (1pt)
Your eyes are a startling color, maybe emerald green, violet or yellow - perhaps the pupils are slitted, rather than round. This is a sign you are from a bloodline leading back to a magical creature of some kind (though only one from the list under the Half-Breed merit), recognizable to those who know the ancient lore.

Animal Magnet 5pt
For some reason, magical creatures notice you before anyone or anything else. On rare occasions (or in specific careers) this can be helpful. Mostly, however, it's a huge pain in the ass. Erumpent on a rampage will target you first, a dragon on the hunt will choose you as the most valuable thing to bring back to its hoard, vampires will find the scent of your blood harder to resist, Veela will feel more inclined to make you their prey for an evening… life gets very complicated very quickly. NOTE: Possession of this flaw does not obligate any PC to take any specific action against you, nor does it obligate them to a specific reaction. With regard to PCs, this is a Guideline, not a Rule. Be respectful of other players' comfort.

Cursed (1-5pt)
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. Your specific Curse should be detailed in a +note.

Dark Fate (7pt)
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be 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 of your fate — and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Control, and the malaise will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how isn't necessarily fixed.

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 examples.

Echoes (1-5pt)
The latent magic held in the deep-seated beliefs of an area affect you more strongly than they do most witches or wizards. Depending on where you are at any given time, the superstitious beliefs of the Muggles around you can actually become your reality. The severity of the Echoes differs from person to person — for some, there is only minor inconvenience, but for others, the situation can be deadly. In some cases, the beliefs of the area can be beneficial, but they are most often harmful in some way. Details of how this specifically affects your character should be included in a +note.

Eerie Presence (2pt) Vampire, Werewolf, Half-Vampire, Half-Veela, Half-Mer Only
Muggles have an unconscious awareness of your predatory nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all die rolls relating to social interaction with muggles are increased by two.

Haunted (3pt)
You are haunted by a ghost that only you (and certain Seers or magical creatures) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting 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 a "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 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.

Sunshy (5/7pt) Vampire and Half-Vampire Only
Unlike most actual vampires, sunlight affects you in a more literary way. Covering yourself with cloth from head to toe keeps it at an unpleasant burning sensation, but any exposed skin requires a soak roll each turn to avoid taking 1 level of Lethal damage. This flaw is 5 points for Vampires, and 7 for Half-Vampires, who manifest the flaw as a birth defect that makes life almost insufferable for a small child.

Psychic Vampire (6pt) Half-Vampire, Half-Veela, Half-Mer Only
The spark of life is dying within you and must be continually fed from outside forces. You are a psychic vampire. Don't let the name fool you, this affliction is one suffered by those with bloodlines whose hunting nature does not mix well with their humanity and can affect more than just the descendants of true blood drinkers. Plants and insect life wither or die in your presence 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.

School Inept (5pt)
You are unable to use a School of magic. This is not simply that you have not been trained in this field, but a block or natural lack of some kind that prevents your character from being able to make use of this school. This school must be declared in CG.

Touch of Frost (1pt) Vampire and Half-Mer Only
Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.

Social Flaws

Diabolical Mentor (2pt)
Your mentor is engaged in acts that could cause a tremendous uproar. Plenty of folks are after your mentor's hide, and you may be tarred with the same brush.

Enemy (1-5pt)
You have an enemy, or perhaps a group of enemies. Someone wants to harm you. The value of the Flaw determines how powerful these enemies are. The most powerful enemies (kings 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, and include this information in a +note.

Mistaken Identity (1pt)
You look similar to descriptions of another person, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has terrible reputation or is wanted for some crime.

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

Probationary Member (4pt)
You are a defector. You turned traitor to your original faction (Death Eaters, Order of the Phoenix, Knights of the Grey), and you still have much to prove before you are accepted by the faction you have defected to. Leaders, lieutenants and even new members treat you with distrust and sometimes outright hostility, and your reputation might even sully those whom you regularly associate with.

Twisted Upbringing (1pt)
The people who raised you had some twisted, messed-up beliefs about the world and your place in it. Many things you believe about how the world works are 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 and buy off the Flaw. But until then, you continue to believe what you first heard, no matter how others try to trick you into thinking otherwise. Details of this Flaw should be included in a +note at CG.

Ward (3pt)
You are devoted to the protection of a Muggle or a much weaker individual who cannot look out for themselves. This character may be a child, a lover, or just a good friend. Wards have a talent for getting caught up in the action of stories, and they're frequent targets of a character's enemies. This relationship should be detailed in a +note during CG.

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