Awareness
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Merit
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Cost
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Type
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Source
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Details
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Medium
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2
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Magic Awareness
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WW4600
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Synopsis: Your mage is a natural conduit to the Underworld. Although this Merit does not reduce the difficulty of working Spirit magic, it does mean that your mage can hear ghosts naturally. The mage might not see wraiths without the right magic, but they do tend to hang out, talk, bug the character and ask him to do things. This talent can be helpful in some cases; wraiths are eager to talk to those who can hear them. However, they often make demands, and they can be difficult to banish if the mage doesn't have enough power with Spirit.
System:
Notes:
Book Ref: Mage: The Ascension (Revised), page #295
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Oracular Ability
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3
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Magic Awareness
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WW4600
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Synopsis: No, your mage is not one of the mystic Master mages living in an ivory tower in the Deep Umbra. Neither is she a software company. What she is, is an ordinary mage with a flair for divination and glimpses into the past, present and future.
System: Whenever the Storyteller feels you are in the position to see a sign or portent, you may make a Perception + Awareness roll. With the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty is relative to the complexity of what you have seen. Your difficulty for all divination with magic (generally with Time) reduces by two.
Notes:
Book Ref: Mage: The Ascension (Revised), page #295
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Precognition
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4
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Supernatural Awareness
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WW4010
WW2224
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Synopsis: You occasionally have glimpses of the future. Although such visions are beyond your control, you may try to "summon" one by entering a trance and attuning yourself to fate.
System: When employed with the Divination Path, this Merit lets you add two dice to your pool; otherwise, the Storyteller will determine what (if anything) you see and how accurately it reflects coming events. This Merit should, of course, offer some insight, but as any seer knows, prophecy is an odd and chancy business. Visions often strike without warning and are not always pleasant to receive.
Notes:
Book Ref: World of Darkness: Sorcerer, page #68
Mummy: The Resurrection (2nd Edition), page #68
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Prophetic Ability
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4
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Magic Awareness
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WW4010
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Synopsis: The Higher Powers speak to you in signs and portents, visions and images. Some may speak of the future, while others offer clues to existing mysteries, or reveal hidden facts. Prophecies come when they will - you cannot control them, and may not even want them when they do occur (the classic prophets were not exactly thrilled with their "gifts").
System: Some messages will be crystal clear while others seem just flat out obscure. Symbolism, foreshadowing, flashbacks - all the tools mentioned in the rulebooks' Storytelling chapters come into play when your Storyteller decides to let prophecy strike. The truth, content and effect of the prophecies remain the Storyteller's prerogative, but should have some significant role in coming events. This Merit is not a quick-fix or an "oracle machine"; it exists to provide dramatic moments and enigmatic clues, not to dole out obvious answers.
Notes:
Book Ref: World of Darkness: Sorcerer, page #68
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Physical
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Merit
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Cost
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Type
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Source
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Details
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Claws/Fangs/Horns/Hooves/Barbed Tail
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3+
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Magic Physical
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WW4603
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Synopsis: Witches have always been known for their beautiful fingernails and iron teeth, and your character lives up to this reputation, since coming from her, "I'll scratch your eyes out!" is not an idle threat. Or perhaps she has the horns of the devil or the hooves of a centaur, or something more mundane yet cooler - like a surgical steel plate in the skull with bolts to screw spikes on.
System: For three points, you may buy one type of attack; for five points two. Seven points allows you to buy three, and nine points allows you to buy four. For even points, you can go for the full devil package and have claws, fangs, horns, hooves, and a barb at the end of your tail (though it costs an additional three points for your tail to be prehensile).
Maneuver
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Difficulty
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Damage
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Bite
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5
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Strength +1
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Claw
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6
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Strength +2
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Kick
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7
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Strength +3
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Gore
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7
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Strength +2 (Strength +4 after a charge of 10 yards or more)
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Tail Strike
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6
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Strength +1
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xxxxxClaws, fangs, horns, hooves and tail barbs come in varying sizes. the above list assumes you've got the smallest gauge. For an additional point, you can get a somewhat larger size, and another point beyond that gets you el grande, each size larger doing an additional +1 point of damage. However, this is not necessarily a great idea. Wolf claws can be painted and passed off as an expensive manicure, but vulture talons are a bit harder to hide, and a set of giant bear claws are not only incredibly conspicuous but will prevent you from doing things like typing or driving. Likewise a nice pair of goat horns can be hidden under a top hat, but a set of oryx horns will need a sombrero, and there's no hiding a full rack of stag antlers, especially if you've got two points for every year of your age.
xxxxxAt Storyteller option, claws and so forth can be made retractable for an additional +1 per unit of size, like vampire fangs can be pulled back in for one point; for two points jumbo fangs (the type that stick down over your lip) can be pulled bacj into like with regular teeth, and for three points, even boar or walrus tusks can be made to disappear - though there will have to be a good explanation given for why this works.
Notes:
Book Ref: Guide to the Traditions, page #228
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Immortal
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5 or 7
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Magic Physical
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WW4010
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Synopsis: You have witnessed the passing of ages and survived to tell of it. Through some form of magic, you've got the potential to live hundreds of years. Perhaps, if your Storyteller is kind (and a little crazy herself), you may have already lived for centuries, and boast a truckload of freebie points - not a part of this Merit - to reflect your age.
System: As an immortal sorcerer, you get the following benefits: an increased life span, a slight immunity to most fatal diseases (but not necessarily to the pain associated with those diseases), and the potential to live indefinitely.
xxxxxThis Merit's stronger version protects you from almost any form of death - save one - that does not destroy your body entirely. If your corpse can rise again, it will; the fatal damage or disease will slowly repair itself at the normal rate of healing. If some disaster annihilates your body, the magic is dissolved (along with your flesh). Otherwise, you can continue on for centuries.
xxxxx One given thing can end this immortal dance. The final doom must be selected ahead of time, must be fairly common, and should play some role in the chronicle. Typical dooms include: getting your head chopped off, being stung to death by insects, being frozen to death, being killed by a woman, etc. Naturally you'll probably do anything you can to avoid this fate; just as naturally, your Storyteller will go out of her way to make sure you cant. This potential immortality should not unbalance the game; if your Storyteller considers the idea inappropriate, she may feel free to disallow it.
Notes:
Book Ref: World of Darkness: Sorcerer, page #68
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Immunity
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Variable
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Magic Physical
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WW4603
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Synopsis: There is one peril to which your character is completely immune, even to the magical versions. Perhaps like Mithridates, your mage slowly built up an immunity to all poisons, even those concocted by the Euthanatos. Perhaps she had an accident in the lab and now all metal phases harmlessly through his body, even magic swords and comic-book alloys - or it bounces off his chest. Perhaps it still cuts, but the wounds don't bleed and they seal up immediately.
System: However, this invulnerability is only to the particular thing, not to any secondary or tertiary effects - Fenris may have blessed your character so that he is unscathed by teeth and claws of wolves, even werewolves, but that does nothing to stop the werewolf's silver sword or even the damange when the werewolf poinds your mage's head into a wall. (Fenris, after all, said you'd be unharmed by wolves, not by architecture.) Likewise, even if metal doesn't exist for your mage, it does for his lab coat, and a bulet's going to pach quite a whollop efore it shreds the cloth. And even if the faeries at your christening said that no mortal man could ever harm you, that proviso doesn't apply to vampires, or the magics that mortal man might command, or even - for that matter - to his 1957 Chevy Bel Aire.
xxxxxYour mage might be immune to all physical harm, save one thing, like beheading, incineration or being stabbed through the heart with a dagger thrice blessed by three separate Popes; or he might be immune to all things save in one spot, like Achilles' heel or Siegfried's shoulder. However, this will not prevent him from being turned into a rutabaga, having his soul stolen, being sealed in Lucite or sent into orbit, though his body (if not his sanity) will withstand all these things. He'll merely be an invulnerable soulless rutabaga orbiting the earth in a Lucite block while his enemies look for a third Pope to bless a dagger.
xxxxxImmunities vary in price, depending on their lethality and their frequency, much as Vulnerabilities do. You must buy each Immunity separately, although the Storyteller may allow a number of similar Immunities (basiliscks, snakes, toadstools, iocaine powder) to be packaged as one more common Immunity. Total immunity continues to go up in price price depending on the size of the chink in your armor.
xxxxxAlternately, for half the price of any given Immunity, your character may be Resistant to a particular bane - taking only half damage, rounded down, or reducing your soak roll difficulties by 3... your choice. Anything doing only one die of damage, you ignore.
- 2 points: A minor nuisance (poison oak, common cold) or a very rare threat (basilisks, the Ebola virus)
- 4 points: A major threat (disease, hunger, supernatural evil gook), or a moderately rare threat (poisons, extreme heat or cold, raw magic Levin bolts, death spells)
- 6 points: A terminal threat (asphyxiation, drowning) or a common threat (fire, metals)
- 8points: Invulnerable to all physical threats but with one large weak spot (the head, the neck, the chest) or one common bane (fire, edged weapons, drowning)
- 10 points: Invulnerable to all physical threats, but with one tiny weak spot (Seigfried's shoulder, Achilles' heel, the spot where the third eye would go) or one rare bane (silver bullets, mistletoe, deadly nightshade); one common bane in one large spot (edged weapons vs the neck, i.e. beheading), or one common bane in a specific circumstance (a gun fired by a woman). Or immune to all physical threats save those which inflict aggravated damage, or immune to all physical threats save oneself - can be strangled with a robe made of own hair, mentally commanded to gnaw own arm off or destroyed with own Phylactery. Alternately, mage is invulnerable until mage is destroyed.
- 12 points: Invulnerable to all physical threats, but with one very rare bane (the bite of an Egyptian asp, nuclear radiation, a specific ritual cast by a master mage), one rare bane in a tiny spot (a stake of twisted rose briars through the heart), or one rare bane in a very specific set of circumstances (poisoned with belladonna by a beautiful woman)
- 14 points: Invulnerable to all physical threats, but with the bane being an extreme rarity (a dagger thrice blessed by three Popes, the elixir of eighty evil essences), or one very rare bane in a highly specific set of circumstances (dragged through the streets of Baghdad by wild horses during the month of Ramadan)
- 16 points: Invulnerable to all physical threats except one unique bane (the Holy Lance of Longinus, the Sword of Roland), or invulnerable until Phylactery destroyed, requiring an equally unique bane.
xxxxxThis Merit may also be taken in conjunction with the Vulnerability Flaw, especially if the Vulnerability is something common and not usually deadly, such as water. Thus, it costs only three points total to be the Wicked Witch of the West, Immune to every variety of harm except being doused with a cleaning bucket. ("I'm melting! I'm melting! Oh who would have thought a good little girl like you could destroy all my beautiful wickedness!")
xxxxxObjects, especially Phylacteries may also have Immunity to physical perils, but Storytellers should impose some limit on size so min-maxers will not use this Merit to create invulnerable dreadnoughts and impenetrable fortresses. The larger the object, the less of it can be invulnerable. You can have an indestructible moped, but your '57 Chevy wont have puncture-proof tires, and your Winnebago of Doom can have the tires blow out and the windows smashed even while the rest of it remains unscathed. Likewise, your cozy witch's cottage will just need to be rethatched after the dragon attack, but your mansion will be gutted with nothing left but smoke blackened walls. However, you can have the last laugh by making your Phylactery your castle and making the only way to defeat your castle's Immunity being your own death. That way, if your enemies ever sneak into your inner sanctum and kill you, they get to deal with the castle collapsing on their heads - a common staple of sorcerous fiction. Need we even mention that this Merit can be phenomenally abusive?
Notes:
Book Ref: Guide to the Traditions, page #229
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Resistant Pattern
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7
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Magic Physical
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WW4603
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Synopsis: Aggravated damage means nothing to you, at least personally. Enchanted weapons, vampire fangs, deadly spells and toxic waste can still harm you, of course, but this damage is no worse than that dealt out by ordinary weapons, cat claws, car crashes and sports injuries, any of which can still kill you.
System: You take only lethal damage from attacks that would normally score aggravated wounds, including the Avatar Storm.
Notes:
Book Ref: Guide to the Traditions, page #228
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Unaging
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2
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Magic Physical
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WW4600
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Synopsis: Your mage does not age, ever. Perhaps she drank an elixir in the Mythic Ages, or she tasted the Peach of Immortality, or she ate the Apples of Hesperides, or she dined on the forbidden savor of mermaid's flesh. Perhaps she was injected with the perfect Iterator nanotech or Progenitor symbiote. Perhaps her body is composed of timeless stone or metal. Perhaps the cause is a complete mystery. Regardless, she remains unchanged as the years pass by, save for scars and accumulated knowledge.
System:
Notes:
Book Ref: Mage: The Ascension (Revised), page #295
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Psychological
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Merit
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Cost
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Type
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Source
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Details
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Driven
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2
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Magic Psychological
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WW4046
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Synopsis: The world is falling to Hell, and the Order is crumbling. Few mages have the spiritual resilience to endure the punishment being heaped on the Traditions in these End Times and keep on going. Your mage is one of them.
System: Once per game session, when the survival of your character's Tradition is at stake, you gain an additional free point of temporary Willpower to spend on any one roll in defense of your mage's Tradition.
Notes:
Book Ref: Blood Treachery, page #85
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Social
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Merit
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Cost
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Type
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Source
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Details
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Celestial Affinity
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3
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Magic Social
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WW4046
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Synopsis: Your mage has an exceptional instinct when it comes to dealing with High Umbrood. While certain shamans excel at interactions with their totemic spirits and necromancers find truck with the dead a simple matter, your mage's talents make conversing with the noblest and most refined of ephemeral entities easier.
System: You receive a difficulty bonus of two to all rolls to summon, compel, coax, bargain with and otherwise influence such beings. This bonus applies as much to Social rolls as it does to Spheres, since trafficking with High Umbrood is often as much a matter of finesse and force of personality as it is one of sorcerous might.
Notes:
Book Ref: Blood Treachery, page #85
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Spirit Guide
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5
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Magic Social
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WW4010
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Synopsis: You are aided in your magical journey by a spirit guide, a friendly entity that offers you advice, messages and sometimes aid. The guide's nature depends on your magical society: A Uzoma sorcerer would recognize one of the orishas, while a Hermetic wizard would claim assistance from an angelic entity.
System: Spirit guides can help in a variety of ways:
- Problem solving: Dialogue with your guide could lead you to insight on various problems. This gives the Storyteller a voice within the chronicle.
- Help: A friendly spirit may grant it's patron a point of Willpower, take some sudden action or restore a Health Level or two to a sorcerer in need. This aid is rare (once per story, if at all), and may require some thanksgiving offering when the crisis ends.
- Messages: Your guide can deliver a brief message to someone far away. This message must be short and simple, as it comes much more in a hunch than in a definite thought: "I think Timmy is in trouble. Let's go find him," not "Timmy's canine spirit-guide just arrived and told me that Timmy's trapped in a well three miles from here."
xxxxxA sorcerer with a spirit guide may use it as part of her magical Rituals - as the "delivery boy" of a curse or blessing, for example - but does not receive any particular bonus for employing the entity in her workings. Some traditions (especially the shamanic ones) stress initiation by spirits, not people. By adding this Merit to the Mentor Background, you may consider the spirit guide your mentor as well.
Notes:
Book Ref: World of Darkness: Sorcerer, page #69
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Supernatural
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Merit
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Cost
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Type
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Source
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Details
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Conditional Magic
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1 to 6
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Magic Supernatural
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WW4600
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Synopsis: There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdaus, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.
xxxxxThe conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.
Rank
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Any Combination
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1 point
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Unique: The Sword of Roland, the Matriarch of the MECHA construct, Leap Year
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2 points
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Scarce as hen's teeth: Current or former members of the Council of Nine, your former Mentors, once in a blue moon
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3 points
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Rare, but not unheard of: Toadstones, Swedish royalty, werewolves, rowan and red thread, the holy days of the archangels
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4 points
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Special order: Virgins, middle eastern eye-bead charms, any member of Iteration X, during a thunderstorm
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5 points
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Available without much trouble: Cold iron, silver, Christians, any member of the Traditions, a windy day, holy ground
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6 points
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Common as dirt: Men, anyone who's ever been baptized, the color purple, under cloud cover, Tuesdays
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System:
Notes: This may be used as a Merit or a Flaw.
Book Ref: Mage: The Ascension (Revised), page #194
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Green Thumb
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1
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Magic Supernatural
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WW4600
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Synopsis: Flowers spring up in your footsteps and trees burst into bloom at your touch. Your hands are as warm as sunlight or stones from a cheery hearth. A common Merit among Verbena.
System:
Notes: Remember that being obviously magical in front of Sleepers is generally considered a bad thing.
Book Ref: Mage: The Ascension (Revised), page #294
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Legendary Attribute
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5
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Magic Supernatural
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WW4600
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Synopsis: Your mage has a superhuman Attribute, something in which he has the potential to be greater than human. Although this Attribute is not necessarily automatically better, the mage could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many people with this capacity never even manage to fulfil their true potential.
System: In your character's legendary Attribute, your character has the potential for a rating of six dots. Thus, your mage might have the Strength of Hercules or the Intelligence of Occam. This Merit does not confer such a rating automatically; it must still be purchased with Attribute points, freebie points, or experience.
xxxxxIn addition to the potential for human power, your character has some miraculous capability tied to that Attribute. A mage with legendary Stamina might have the ability to roll a soak against any form of damage, for instance, while a mage with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. This power is generally automatic, and it is subject to the Storyteller's approval. it's potency varies with the character's actual Attribute rating, so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience.
xxxxxThis Merit obviously has the potential for abuse, and it is not appropriate for all chronicles or characters.
Notes:
Book Ref: Mage: The Ascension (Revised), page #294
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Natural Channel
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3
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Magic Supernatural
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WW4600
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Synopsis: Your mage is a natural weak point in the Gauntlet between worlds.
System: The difficulty to use magic to pierce it is one less, and spirits react a bit more favorably to the mage. If your mage finds an especially weak spot in the Gauntlet (with Awareness or Spirit 1), he can step between worlds without magic.
Notes:
Book Ref: Mage: The Ascension (Revised), page #295
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Nephilim
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7
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Magic Supernatural
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WW4046
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Synopsis: This Merit is exactly what it sounds like. Your mage is the direct progeny of a native of the High Umbra and a human being. Perhaps your character's conception secured a pact, or possibly the reasons were somewhat less pragmatic. In any case, the mage is the intersection of Heaven (or Hell, or the Vulgate, etc.) and Earth.
System: Like the Biblical Nephilim, your character's body cannot fully contain the massive spiritual energies coursing through it, so she has one or a small handful of deformities (at least 3 points worth of Physical Flaws, for which you receive no additional points). Also, she tends to embody certain characteristics of her High Umbral parent (almost certainly her father). An angelic parent whose domain is Fury will result in a short temper and a desire to solve problems with one's fists, whereas an incubus' child will have... darker appetites. Reflect this tendency by starting with three dots of Resonance instead of just one. This heritage does, however, bestow certain advantages upon your character. Mind a Spirit Sphere difficulties pertaining directly to the High Umbra decrease by one, and she is capable of entering the High Umbra physically with a conjunctional Spirit 3, Mind 4 Effect. Also, the entities of the High Umbra fear their bastard half-breeds, and so you receive two bonus dice in all rolls to intimidate, command, or make demands of such creatures. (Unless you are very powerful, however, or the creature you are dealing with is very weak, doing so is nigh suicidal.)
xxxxxThis Merit cannot be taken with the Celestial Affinity Merit; the Nephilim are neither well loved nor well received by the Angelic Hierarchies and their like.
Notes:
Book Ref: Blood Treachery, page #85
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Nine Lives
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6
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Magic Supernatural
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WW4603
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Synopsis: Dame Fortune has favored your mage with the ability to come as close as possible to mortal peril and still survive.
System: When a roll occurs that would result in your character's death, the roll is made again. If the next roll succeeds, then your mage lifes - and one of your nine lives is used up. if that subsequent roll fails, then another re-roll is made until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.
Notes:
Book Ref: Guide to the Traditions, page #229
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Parlor Trick
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1
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Magic Supernatural
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WW4600
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Synopsis: Your character has a natural ability to perform some small, pretty or useful bit of magic at will. This trick is nothing that can cause much damage, or even serious annoyance; it's just enough to perform some small basic task or give your mage a little flair. Your mage might be adept at the old wizard's trick of conjuring an orb of witchlight to hand or a flame to her finger. She might be a cyborg who had the bright idea of installing a light bulb or pilot light in her head for the same purpose. If your mage uses a magical sense like night-vision often, you might have the added perk that he can make his eyes glow like a vampire's, allowing him to see even in total darkness. If your character is of the scientific bent, he may be able to emit enough x-rays to use with his x-ray vision, or he could have a laser pointer installed in his index finger just for fun. You don't have to roll or spend anything to make this parlor trick work.
xxxxxStorytellers should note that this Merit is provided to add color and reason to the game, not to give min-maxers a loophole to create engines of death. With this Merit, mages can light pipes without a lighter, conjure roses or martinis, have mood music play in the background or pop a penknife or a single claw out of a fingertip. Yes, you could put an eye out with one of those things, but the combat difference between a penknife, a single tiger claw, and a press-on fingernail is inconsequential.
System:
Notes:
Book Ref: Mage: The Ascension (Revised), page #294
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