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MENTAL MERITS AND FLAWS

These Merits and Flaws deal with the mind: its strengths, weaknesses and special capacities. The mind of wraith is a powerful weapon; quirks should be considered carefully.

Common Sense: (1 point Merit)

You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense (read: stupid), the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player; it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (ever more importantly) what you should and should not do.

Concentration: (1 point Merit)

You have the ability to focus your mind and shut out any distractions or annoyances, above and beyond normal wraithly discipline. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two points or dice, though no extra benefits are gained if only one penalty die or difficulty is imposed.

Lightning Calculator: (1 point 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 difficulty 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 difficulty 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 Artificers.

Eidetic Memory: (2 point 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.

Iron Will: (4 point Merit)

When you are determined and your mind is set, nothing can divert you from your goals. You cannot be Dominated by vampires, and wraiths and mages using mental attacks against you 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 you are unaware of them, mages and wraiths seeking to influence you with magick or Arcanos such as Intimation add +1 to their difficulties. however, this Merit only applies to outside influences, and will grand no benefits to wraiths trying to resist their own Shadows.

Self-Confident: (5 point Merit)

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

Confused: (2 point 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.

Absent-Minded: (3 point Flaw)

This Flaw may not be taken with the Merit: Concentration. Though you do not forget such things as Knowledges and Skills, you do forget such things as names, addresses and the last time you gained Pathos. In order to remember anything more than your own name, your Fetters, or the location of your Haunt, you need to make a Wits roll or, as a last resort, spend a Willpower point.

Amnesia: (3 point Flaw)

You are unable to remember anything about your mortal life. Your past is a blank slate, and may come back to haunt you. You may or may not know where all of your Fetters are; you likely will not know why they are so important. Similarly, you may have a vague concept of your Passions, but know nothing of the specifics. (You may, if you wish, take up to four other points of 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. Amnesia can be a dangerous Flaw for wraiths; your Storyteller is under no obligation to be merciful.)