| Merits and Flaws | |
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| Tweet Topic Started: Nov 17 2009, 04:37 AM (33 Views) | |
| The Hanged Man | Nov 17 2009, 04:37 AM Post #1 |
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Merits and flaws are preexisting advantages and disadvantages that not only give you another place to spend and earn character points, but add flavor to your character. Merits cost the number of character points listed next to their name, while flaws give back that number. You may take as many merits as you can afford, and up to 20 points of flaws. After 20 points, you may continue taking flaws, but will not receive any more points. Most merits and flaws require some amount of explanation in your character's history. Merits can be taken at any time, but something must happen to your character that justifies taking the merit. (Extensive training, surgery, etc.) Flaws cannot be taken after character creation. An existing character may still fall under the conditions of a flaw as the result of a roleplay, but will not receive extra character points for it. Custom merits and flaws are allowed, but should be well developed and justified via the rest of the profile. Merits Swordsman (10 Point Merit): Description: you know your way around bladed weapons, and can use them with skill far exceeding ordinary people. This merit signifies your training with swords, and only swords. Please state the type of sword you wish to use with this merit when you take it. Orator (5 Point Merit): There's something about you that makes you especially persuasive. If you choose your words carefully enough, you can influence large crowds of NPCs. They won't follow you blindly, but they'll listen to what you have to say, and some of the more impressionable might even do what you ask. Gunslinger (10 Point Merit): You understand that there's more to the art of the gun than pointing and pulling the trigger. You have the training and or experience required to use a certain kind of gun (Please specify this when taking the merit) at a level beyond the norm, and your shots are more accurate for it. You are capable of spontaneously performing shots that most people would have to prepare for, and may be capable of elaborate trick shots as well. Martial Artist (10 Point Merit): While most people simply strike out at random in a fist fight, you have mastered a formal method of hand to hand combat. This can be either an existing style like boxing or karate, or one of your own device. Describe the style and how you learned or developed it in your history. It can encompass any number of strikes, holds, disarms or other techniques, but should not involve weapons (Take the appropriate weapon merit for that) or unnatural powers (A fighting style that utilizes your existing Impetus is acceptable). Demolitions (20 Point Merit): To put it simply, you know how to make things go boom. You're capable of creating and properly using a variety of explosives, from simple fireworks to dynamite, timed charges, and bombs with special effects. However, these must be prepared in advance: It's unlikely that you'll have ten sticks of dynamite ready if you're ambushed on the way to the grocery store. Additionally, being trained in the use of explosives doesn't make you foolproof: eyepatches and missing digits are common among practitioners. Displaced Core (5 Point Merit, Machinis Only): It's common knowledge that the only way to kill a 'bot for good is to take out the core, located conveniently in the head. Your character, by deliberate design, manufacturing accident, or retroactive repair, contradicts this fact. Choose a part of the body for the core to be stored in, but keep in mind that it maintains the same size and shape, so no cores hidden in fingertips. It is possible to take this merit after character creation, but only if the character can locate someone with an intimate knowledge of their workings. The sight of a humanoid Machina with its head destroyed still moving is a jarring one, to say the least. Debt of Gratitude (5, 10, 20 Point Merit): Someone in a position of power owes you a favor. The depth of the gratitude and the person who owes it depend on how many points you wish to spend. For five points, a local policeman may let you off with a warning because he knew your father. For twenty, a member of the Council of Nine may owe you his life. This merit does not represent a deep, personal relationship: Once you've called in your favor, you lose the merit, so make it count. This merit can only be taken at character creation. Blind Fight (8 Point Merit): Your senses are trained to the point where you can act more or less normally, even if you can't see. This isn't an absolute replacement for vision, but it does allow you to determine the position and approximate shape of anything that's moving. Characters who can see normally can take this merit in order to fight more effectively in the dark, but gain minimal benefits when their vision is working normally. Handyman (10 Point Merit): You have a knack for simple repair. Even if it's something you've never worked with before, it only takes you a few hours to figure out how it works, and with the proper tools, be able to fix it if it breaks. At this level, you don't have the training required to understand the inner workings of complex inventions like airplanes or Machinis, but you can patch up structural damage to them without much difficulty. Mechanic (10 Point Merit, Requires Handyman): You have the knowledge and skill required to repair the inner workings of vehicles, including airplanes. Even if it's a vehicle you've never worked with before, as long as its insides resemble something that you're familiar with, you can easily fix it, even on the fly. Given ample time and the proper resources, you could probably design and create your own vehicles. Machinist (10 Point Merit, Requires Handyman): You have a vast knowledge of the interior workings of artificial lifeforms. You can get a vague idea of a Machina's capabilities simply by watching them, and have some insight into the behavior of the common bot. Repairing them, while still a delicate task, is well within the realm of possibility for you, especially if you're familiar with the patient's model. Given proper time and resources, you are capable of performing modifications and upgrades, or even building a Machina from scratch. Dead Eye (15 Point Merit): A pure crack-shot, a skilled sniper or simply the ability to see things others don't; a character with this merit gains an additional 1 point in accuracy for every 5 points put into it. Brutal (15 Point Merit): Superhuman strength, punches like iron or enough power to lift a building; a character with this merit gains an additional 1 point in strength for every 5 points put into it. Rapid Reaction (15 Point Merit): Light on your feet, the ability to run as fast as light, or the ability to dodge a speeding bullet; a character with this merit gains an additional 1 point in speed for every 5 points put into it. Boulder (15 Point Merit): An indomitable will, unbreakable bones or skin like iron; a character with this merit gains an additional 1 point in stamina for every 5 points put into it. Flaws Limited Vision (2, 5, 15 Point Flaw): Your character has some preexisting condition that limits her eyesight. For two points, they need glasses, and can barely make out blurry shapes without them, but more or less have normal vision with them on. For five points, they're missing an eye, and have the decreased depth perception and scope of vision that comes with that. For fifteen points, they are blind, having absolutely no sense of sight, but may be able to get around more or less normally with the help of their other senses. Nemesis (10 Point Flaw): Someone is after you. They may be someone you've wronged in the past, an especially obsessed lawkeeper, or someone with more sinister motivations. Regardless of how you might feel about them, they're about as tough as you are, and pursue you tirelessly, going to almost any length to see you killed, captured, or brought to justice. You must submit an NPC application for your nemesis in order to take this flaw. It's possible to retire your nemesis, by killing, making peace with or otherwise stopping him, but in order for this to happen you must either "buy up" the cost of the flaw or design another NPC to take his place. Fugitive (5, 10 Point Flaw): The character is a wanted man. For five points, they are being hunted by independent agents, and may interact normally with most people. For ten points, they are a well known criminal (whether they did it or not), and nearly anyone who sees them will call the local police, or even the Air Marshalls. They may also have a bounty on their head, and attacks by bounty hunters should never be unexpected. Missing Limb (10 Point Flaw): Due to some sort of mishap in your past, or maybe simply being born like this -an equally unfortunate thing- your character is missing a limb; either an arm or a leg. An unfortunate occurrence certainly, and this has impacted on your characters life in a very real way. If you have a prosthetic, it's simple and clumsy. (Think wooden legs, hooks for hands, etc.) More complex prosthetic may be purchased with character points, with a "perfect" prosthetic costing ten points. This flaw may be taken multiple times. Edited by The Hanged Man, Nov 17 2009, 04:38 AM.
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2:45 AM Jul 11