Animal Affinity
Animals do not fear or distrust you.
Soothing Voice
You have an entrancing voice. In game terms, you gain +1 dice to rolls that involve vocal charming (singing, hypnosis, preaching, etc.).
True Love
You have discovered, but may have lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any willpower roll, but only when you are actively striving to protect or come closer to your true love. However, your true love may also be a hindrance, and require aid (or even rescue) from time to time.
Burning Aura
Your aura is unusually brilliant; even people who can't read auras will be inexplicably drawn to you. Some may see you as a threat or a snack.
Faerie Affinity
The Fair Folk like you. While they avoid most humans (at least by the light of day), they seek you out for good times and council. You might even be of faerie blood. Whatever your origin and tie to the Dreamers, they treat you like a young sibling — regardless of your age — and rarely plague you with their mischief. From time to time, the fae may call upon you to mediate disputes among them, or between the fae and the magicians of your acquaintance. Sometimes, you can even call upon them for assistance in your own affairs — if you dare submit your problems to faerie judgement. Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You may even share some small amount of faerie blood. Friendly fey might allow you to meditate at their circle once in a while (though gods only know what effect this has in the long run…)
Medium
You possess an affinity to sense and hear spirits, ghosts and shades. Though you cannot see them you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice for free- they will always want something in return. Mages with both this Merit and the Spirit Sphere reduce the difficulties of Spirit magick by two. Combining the Medium Merit with the Spirit Magnet Merit will make your life exceedingly interesting and problematic.
Luck
You were born lucky: your Avatar guides your steps, or maybe the Devil looks after his own. Either way, you can repeat three failed non-magickal rolls per story. Only one repeat attempt may be made on any single roll.
Shifter/Vampire Companion
You have a friend and ally who just happens to be a shifter or vampire. Though you may call upon this being in time of need, she also has the right to call upon you (after all, you are friends). While you may get along with your friend, this in no way compels others of her kind to enjoy or tolerate your presence.
You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part, its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies.
Crossing The Gauntlet
You have a natural connection to the spirit world. In game terms, you gain +2 dice when crossing the Gauntlet. Spirits are also more likely to act favourably toward you.
Twin Link
You share a psychic, if not spiritual, link with one person. In game terms you get +2 dice to Empathy and Awareness rolls when determining how your "twin" feels. Whether they are aware of this connection or not is up to you.
Charmed Existence
Somebody up there likes you. In game terms, ignore a single 1 on every roll you make. (I.e. a -1 botch becomes a fail, a -2 botch becomes -1, and so on.)
Unbondable
You are immune to being Blood Bound. No matter how much vampire blood you drink, you will never be bound to one. This is exceedingly rare among mortals, and the merit may in time become a danger as few vampires are keen to supply a mortal with power (however limited) whilst having no hold over the human in return.