Most supernatural Qualities are listed in italics.

Acute Sense

(2 pt Quality)

You have a heightened sense (or senses) that afford +3 to a Perception/Notice sort of roll. Instead of one Quality per particularly acute sense, just take this and play it by ear for when it would help or not.

Artistic Talent

(3 pt Quality)

You have a natural knack for art, which gives you +3 to an art-type roll, as well as your minimum roll-success threshold of one (IE: If the roll fails, just presume it turned up a 9 or something).


(1, 2, 3, 4, 5, or 6 pt Quality)

As opposed to being charming (which is the Charisma Quality), this covers physical attractiveness beyond the standard.

Attractiveness 1 Experiencing a double take is common at this level.
Attractiveness 2 You really stand out in a crowd.
Attractiveness 3 You could make a decent living off your looks alone.
Attractiveness 4 The phrase 'super hot' has been used in conjunction with your name many times.
Attractiveness 5 Pinnacle of human beauty. A face that could launch 1,000 ships.

Level 6 is not just a mundane level of attractiveness, but a supernatural one. Think of it as 5 plus an enchantment.


(8 pt Quality)

You can sense things in your immediate area, like supernatural sonar. If it's pitch dark (or your eyes are closed or damaged), you can still operate fairly normally (except for reading and other things that depend 100% on light). Near darkness is treated like full illumination, and even when lighting is normal, you get a +2 for dealing with things behind or near you.


(1, 2, 3, 4, 5, or 6 pt Quality)

Basically, the same gist as Attractiveness, but personality-wise. Note that this can be tricky if one takes a Charisma much higher than one can OOCly pull off, so it's often safer to reserve it for poses that paint in broad strokes or when used in rolls vs NPCs.


(1, 2, 3, 4, or 5 pt Quality)

This would be people you can get in touch with who are either beholden to you, or otherwise can step in to pull strings or do you a favor.

Level 1 Provides rumors and hearsay.
Level 2 Provides quality reliable information. Grants small favors(a ride or a place to sleep).
Level 3 Will grant major favors or help the character in any way that doesn't present major danger.
Level 4 Will take great risks to help the character.
Level 5 Will risk or even sacrifice their lives for the character.

It is not unusual for a "townie" to have Contacts:1 or 2 (EG: "Yeah, I see you at karaoke all the time, sure I can give you a ride. So, heard about those murders? My cousin says…")


(1 pt Quality)

There's just something downright creepy about your character, beyond looking creepy (that'd be Drawback levels of Attractiveness) and/or acting creepy (that'd be Drawback levels of Charisma). You get a +3 when trying to intimidate, scare, or otherwise creep people out. Unfortunately, you also get a -3 when trying to win folks over (…since you're creepy…)

Double Jointed

(2 pt Quality)

This is being a little more wriggly than standard Acrobatics skill covers, giving you +3 when wriggling out of something (or doing creepy bar-tricks with your thumbs).

Emotional Influence

(2, 3, 4, 5, or 6 pt Quality)

For 1 point ante, one can buy up various degrees of being able to supernaturally nudge other folks' emotions.

To avoid the power's influence, the target must make a Willpower (doubled) roll. Each level of EI you have past the first lowers their total by 1 (so with the 3 point version, they roll WP+WP-1), and other Skills and things can factor into it (like your Attractiveness if trying to put them at ease, or creepy things if trying to creep them out). If affected, they may make a new Willpower roll each turn/pose after that. Failure means the target has little control over the emotion at issue for that turn/pose.

Note that this doesn't control how they respond to these emotions (some folks run from something they're scared of, other folks attack what they're scared of), but just what goes on underneath.


(2 pt Quality)

You can supernaturally pick up on emotions like other folks can normally pick up on facial expressions. With a Perception type roll, one can work out finer details (including if someone is being hit by the hoodoo of the previously listed supernatural Quality).

Fast Reaction Time

(2 pt Quality)

This Quality trumps standard initiative calculation, letting you go first. If more than one person with FRT are in the mix, then calculate for those persons, then for the normal reaction time people.

Good Luck

(1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 pt Quality)

Although the basis of this quality is obviously fairly supernatural, even a mundane character can have it.

In UniSystem tabletop, it typically allows one to add +1s to dice-rolls, spreading the levels of Luck one bought throughout a given session (EG: With Good Luck:4, in one session one could cash it in for a +4 to one roll, +2 to two rolls, +1 to four rolls, or whatever). Since the MU* medium isn't the best for working out what a 'session' is, one instead has a <Luck>-in-10 chance of a +1, whenever one +rolls dice (so with Good Luck:4, you have a 40% chance of a +1).

Hard to Kill

(1, 2, 3, 4, or 5 pt Quality)

For some reason, you're sturdier than a normal person. Each level gives you +3 health levels, and +1 when rolling vs some survival type situation. Around Level 3 or more, it starts to slip into the 'supernaturally sturdy' department.


(5, 10, or 20 pt Quality)

First level, you can stun folks for a turn/pose with eye contact, a few words, and winning a Difficult Willpower roll vs their Difficult Willpower roll.

Second level, with the same system, you can make someone perceive things differently for a turn/pose (PS: It's not their problem if they find it odd that something drastically changed). You get a +1 when attempting the first level effect, too.

Third level is like movie-style hypnosis, making folks want to do things they might not normally be fond of doing. The system is the same as with the other two, except the victim might get bonuses if the hypnotic demands/suggestions are unusually odd. You get a +1 to the second level effect, and +2 to the first level effect.


(5 pt Quality)

It's a bit like supernaturally being able to do a "what's going on in the present and what went on in the recent past?" tarot card reading on someone. A Perception+Notice roll helps with getting really fine details.

Internal Compass

(1 pt Quality)

It just takes a Simple Intelligence roll for you to work out your broader location (EG: working out compass directions and relative position to major landmarks), and Difficult one to remember the layout of a location you've been in ever before (EG: knowing the cross-streets relative to what street you're currently on, even though you've only been down this street once)

Iron Mind

(3 pt Quality)

Your emotions, thoughts, senses, et cetera are supernaturally immune to supernatural influence & detection (so hypnotic whammy powers are useless against you, as are mind-reading tricks).

Light Sleeper

(2 pt Quality)

You can dial up a Perception+Notice roll to catch what's going on around you, even if you're asleep. This does pertain to vampires during daytime 'sleep', but not people who are drugged or otherwise knocked-out.


(2 pt Quality)

You can see and hear ghosts, for better or for worse.

Natural Toughness

(2 pt Quality)

It's a little like discount Hard to Kill. You get an innate degree of armor vs bashing/blunt attacks, worth 4 points of armor.

Nerves of Steel

(3 pt Quality)

It's like the cause/effect opposite of Disconcerting. You get +4 vs intimidation by scary things.

Occult Library

(1, 2, 3, or 5 pt Quality)

You've got a library of supernatural-info books (NOTE: This doesn't always mean you know how to use spells). It's basically like the Occultism skill, with the up-side of anyone (and maybe multiple folks at once) able to use it, but the down-side of one having to go to the books instead of carrying the information around (…unless one scans the books into a Kindle…)

The library in the Orono University, the Bangor Public Library, and the library in the Bangor Theological Seminary all have +1 level of Occult Library, but it takes a few days to separate the wheat from the chaff, given the mythology mixed in with the 'actual' stuff. The Brewer Public Library does not have this going for it, due to its size and bias.

Photographic Memory

(2 pt Quality)

You get between +1 and +3 with rolls concerning recalling something (the further back in time, or the less important-seeming at the time, the closer to just +1).

Police Rank

(2, 4, 6, 8, 10, 12, or 14 pt Quality)

Rank Title Details
2 Deputy Standard officer
4 Detective Officer with a specialized field
6 Sergeant Called in after officers gather info
8 Lieutenant Similar to Sergeant, but more administrative
10 Captain Purely administrative (not suggested for PCs)
12 Chief Deputy Second-best to Sheriff (not suggested for PCs)
14 Sheriff Head of city's police (not suggested for PCs)


(4 pt Quality)

With a successful Perception+Notice roll and skin-contact with an object, one can supernaturally get the 411 on that object.

Success Level Result
1 Feel the strongest emotions associated with the object in the recent past (one day or less), and gain some sensory glimpse of the person feeling that emotion. This is not a full-face portrait though, but it could be a flash of someone's shoes, the smell of their perfume, the sound of music playing in the background at the time, or some other (more or less) useful clue. This level reveals items that are supernatural in nature.
2 Impressions go back further in time (a week or less) and get more precise for more recent (one day or less) events. If the visions are frightening, time for a Fear Test. This level reveals a few vague hints about the potential uses or powers of any supernatural item.
3 Impressions go back one month or less. Can now detect more than one wielder/owner within that time frame if they left a good psychic 'imprint' (i.e., felt strong emotions while in contact with the item). Clues are even more plentiful, but they are rarely complete. Events of extreme emotional or magical power can be glimpsed, no matter how long ago they were. This level reveals if an old knife was used to perform a human sacrifice 300 years ago, but would likely not show anything more than a shadowy glimpse of who performed the deed or where it was performed.
4 Impressions go back one year or less. Visions are granted about every owner/wielder of the object or those in contact with it (in the case of a murder weapon, that would include both the killer and the victim if the weapon was a knife or something that had to touch the victim). This level reveals most of the powers and uses of an enchanted item. This level also reveals a bit more information about powerful events that happened many years or centuries before. It would show that a knife was used by a tall vampire to perform a human sacrifice in the ruins of a large church, and might even show a partial glimpse of the victim's face or a general sense of why the sacrifice was being performed.
5-9 Impressions go back between ten to fifty years. The visions are stronger and incredibly detailed. They are also imprinted more firmly in the psychic's mind, and may be revisited at a later time even if the object is not available. Clues from beyond that time are also more complete. These kinds of Success Levels are the most subject to Director whim.
10+ This brings up any scene concerning the item or place in the last century, or at any time if it involved significant supernatural events. These visions may be entered, walked around in, slowed, frozen, or otherwise experienced in full sensory mode as if part of the holodeck. Your Director should withhold only specifically warded or totally plot-destroying information.


(1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 pt Quality)

Very much like Hard to Kill or Toughness, this covers one being sturdier than normal, but it's on a finer cellular level than on a broader "getting stabbed" level. Each level gets you +1 vs poison, disease, et cetera. Obviously, when one starts getting over +5 or so, it creeps into supernatural levels of resistance.

For the sake of simplicity,it's just "resistance" instead of micro-managing it into Pain, Disease, et cetera.


(2, 4, 6, 8, or 10 pt Quality)

The character’s level of Resources determines how much material wealth she has access to. This trait varies widely. Some levels are described below.

Cost Rank Description
-2 Level -1 Below Average: The character owns $7,500 in property (including an old vehicle, perhaps) and lives in an apartment. Pre-tax income of $2,500 per month.
0 Level 0 Average: The character owns $25,000 in property. Income of $4,000 per month before taxes.
2 Level 1 Middle Class: The character owns $75,000 in property (will usually include a house or condominium, not to mention vehicles). Income of $7,500 per month before taxes.
4 Level 2 Well Off: The well-off own $450,000 in property and have an income of $15,000 per month before taxes.
6 Level 3 Wealthy: The wealthy own $1,000,000 in property and have an income of $60,000 per month before taxes.
8 Level 4 Rich: The rich own $3,000,000 in property and have an income of $75,000 per month before taxes.
10 Level 5 Multimillionaire: This lucky chum owns $7.5 million in property, has an income of $300,000 per month.

Anything above that last level really has no reason slumming it in Bangor, honestly. Even Level 5 is less than 2% of the population. Below Average levels of Resources are covered in the Drawbacks section (but we included the first Drawback level here, so you get an idea of the range of 'average'). About 15% of Bangor has 'Drawback levels' of Resources.


(10 pt Quality)

True shapeshifters have the ability to transform into a variety of different animals on a whim, usually preferring one type of animal (but rarely are they stuck with just that one type).

  • Not to be confused with the Werething Quality or the Demi-Were Drawback.
  • Due to the fluid nature of shapeshifting there is no +command for it, beyond +proving you have this Quality and a little +shift action for a few common animal types.
  • Check http://nvm.wikidot.com/lycanthropes for details.

Situational Awareness

(2 pt Quality)

It's a little like Fast Reaction Time, a little like Light Sleeper, and a little like Acute Senses, where one gets a +2 to pick up on odd/bad situations around them or to be sneaked up upon.


(5, 10, 15, 20, or 25 pt Quality)

Technically, everyone can work magic, if they have access to a viable spell (and pull off a Willpower+Occult roll), but this Quality is having the natural knack for magic.

Your character’s Sorcery level is added to spellcasting rolls up to level five (after that, additional levels only help with repeat casting penalties). It is also used for other witchcraft powers, like sensing the presence of magic. Characters with Sorcery can cast some spells faster than normal, allowing them to actually use magic in the middle of a fight — your basic witch-fu. Don’t get cocky though; Sorcery is no magic bullet against the unpredictability and dangers of magic use. Reach for the spells too often and something potentially very nasty is going to come your way. You’ve been warned. Magic and the role this Quality plays in it are described in Sorcery.

Note that making a Sorcerer and working out what spells they have available is no easy CharGen Task. Make sure you have some time for discussion over this, if you're making a Spell-Slinging PC.


(1, 2, 3, 4, or 5 pt Quality)

Level 1 Minor celeb. High school sports star, local doctor
Level 2 Local celebrity/politician
Level 3 State wide celebrity. Minor league baseball player
Level 4 Minor/B-List movie star or sports player
Level 5 Major Celebrity or Athlete

Resources add a bonus to the Status level equal to half the resources level. So someone with Status:3 and Resources:2 has an effective Status of 4 (3 + [2/2]), but with Resources:4, it'd be effective Status:5 (3 + [4/2]).


(3, 6, 9, 12, or 15 pt Quality)

This is your basic ability to move objects with the power of your mind. To use this power, your character rolls and adds his Willpower and Telekinesis levels. The Success Levels equal the 'strength' of the levitation effect. So if the roll resulted in five Success Levels, your telekinetic could move an object with a Strength 5.

When tossing people around using telekinesis, the damage done is two times the Success Levels in Bash type. The telekinetic Strength (the Success Levels in the roll) must be sufficient to lift the person off the floor, though. Precise tasks (guiding a key into a keyhole, manipulating a keyboard) require a Perception and Telekinesis roll (with appropriate Success Levels as your Director demands). Attacks use Dexterity or Perception (player's choice) and an appropriate skill (bonking someone with a frying pan would use Weapons, firing a gun Firearms). All remote tasks suffer a -1 penalty because the telekinetic manipulates the object at a distance. Damage is set by the weapon and uses the telekinetic Strength level rolled. Tossing small objects requires only a Willpower and Telekinesis roll, and must overcome the target's defense roll. The damage value of such an attack is two times the Success Levels rolled.

Telekinesis requires some effort to maintain. After a number of Turns equal to your character's Willpower, he has to make another Willpower and Telekinesis roll to maintain the power, at a cumulative -2 penalty. So, a psychic with a Willpower 4 would suffer a -2 penalty on the fifth Turn and a -6 penalty on the thirteenth Turn that he maintained an effect or used successive effects. This penalty applies to all telekinesis rolls until the psychic gets at least three hours of rest between uses.

Let's Revisit: If a character with a Willpower 4 was swinging a large axe with her Telekinesis (beats chopping wood by hand) and rolled a 16 (four Success Levels), she would have an effective Strength 4 for the next four Turns. On the fifth Turn, she would reroll Willpower and Telekinesis and subtract two; this could change her psychic Strength value.


(5 pt Quality)

Your character can speak into the minds of others. While doing this, he can also hear any thoughts directed at him in response. A telepath can mentally communicate simultaneously with a number of people equal to his Willpower. The duration in minutes and range in ten-foot increments depends on the Success Levels of a Willpower (doubled) roll. An exception may exist for those the telepath knows very well. In that case, your character can communicate with such targets at any distance, as long as he can see them or knows where they are.

If the telepath touches someone or looks into his eyes, he can listen in on what the being is thinking. In this case, the subject resists the telepath's Willpower (doubled) roll with one of his own. If successful, your character's Success Levels dictate the time (in minutes) that may be spent probing and the depth of the 'read' (consult the chart below). Using eye contact for mind probe telepathy only works if the target is less than five feet away. Sorry, no long distance or binocular-aided mind probing permissible.

Successive attempts to communicate telepathically or read someone's mind before resting at least three hours suffer a cumulative -2 penalty. So, for the second attempt, the roll suffers a -2 penalty; on the fifth attempt, an -8 penalty.

Success Level Result
1 Can sense only basic emotions.
2 Can sense surface thoughts (whatever the subject is thinking at the moment).
3 Can delve deeper into the mind of the subject. A simple question can be 'asked' and a one sentence or less answer is revealed. Each additional Success Level grants one more question and answer.
4+ Can get a clear picture of the subject's personality, find memories, and get any information available (provided the telepath specifically asks for it).

Uncanny Balance

(2 pt Quality)

+2 to balance-assisted actions.


(15 pt Quality)

Vampires are undead immortals, originally humans that have been converted by a maker. One of their primary characteristics is the need to drink blood in order to survive.

+2 STR
+3 DEX
+2 CON

  • +2 (+4 involving blood) to all Senses
  • +2 Levels of Hard to Kill
  • Regeneration 1 LP per Constitution per Hour (Con:4, you heal 4 points per hour)
  • 1/5th damage from bullets
  • +30 to Speed

Vampires are vulnerable to sunlight (roughly, you can last as many seconds in full sunlight as your Constitution, before being reduced to ash and bones), stakes through the heart (or any other unhealable damage to the heart), and silver (which can also bind them, reducing all physical stats to zero).

Vampires may not enter homes uninvited. If uninvited while in a home, they are compelled to leave under their own power, as quickly as possible. If this compelling is resisted, a supernatural force manifests and enforces the dis-invitation.


(5 pt Quality)

Werethings have the ability to transform into a single type of animal; in the common case of were-wolves, a large wolf. They can transform at any time, but have a strong hankering to do so at the full moon. When they transform, they go straight from human-form to critter-form in one fell swoop, without any 'wolfman' form.

Check http://nvm.wikidot.com/lycanthropes for details.

  • NOTE: This is not to be confused with the Shapeshifter Quality or the Demi-Were Drawback.
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