*** PLEASE NOTE THIS IS NOT YET IMPLEMENTED IN MY GAME. IF YOU HAVE SUGGESTIONS OR COMMENTS, PLEASE LET ME KNOW. ***
MERITS AND FLAWS IN PETE’S D&D GAME
` When trying to perform a related check, the player rolls 1 die for each 3 full points on the applicable rating, plus 1 die per value of the merit. Chance of success will be determined by the DM; easy might require a die roll of 6 or higher, while tremendously difficult checks might require a 15 or even higher.
SOCIAL ROLLS AND WILLPOWER SYSTEM
This system was stolen from the Vampire:The Masquerade game, and changed to try to fit it to AD&D. As such, there are some new factors to playing my game, which you may or may not choose to use. I think it will add a dimension to the game for players and DM alike, and make it even more fun to play.
You may choose, at the time this system is implemented or at character creation time, to take up to 5 points of merits. You can take up to 5 more points of merits, if you offset them with an equal number of points worth of flaws. Merits and Flaws are divided into various types, such as Social, Physical, Psychological, etc.
Since this is a brand new addition to my game, I am reserving the right to alter this system, and possibly retroactively alter some of the merits and flaws listed here. On the other hand, feel free to discuss these with me, if you feel there are more that could be added, or if you feel any of these are too powerful, too weak, too expensive or too cheap. Input is appreciated!
This system will be implemented at the same time as a system for making various social actions with die rolls, instead of role-playing them; you may use whichever method you prefer.
SOCIAL ROLLS
If you are trying a non-weapon proficiency action, you may use the system in the Wilderness Survival Guide. However, if you are trying a social action, such as trying to convince a person to do something, you can roll 1d20, trying to roll an 11 or better. This would be an alternative to simply role playing the whole event, which some players might be unskilled at doing, especially compared to their character. For each 2 points of Charisma above or below 10, you get an adjustment of +1 or –1 to the difficulty. The difficulty may be higher or lower depending on the circumstances, also, such as the other person not liking you or not wanting to do what you are trying to convince them of. Some of the merits and flaws may also alter this difficulty, and some may give additional dice to roll on social actions.
Some social rolls may require multiple successes, requiring you to have to roll several times over a period of several rounds. You can also learn non-weapon proficiencies that will allow you to roll several dice at once on social rolls, such as Haggling, Law, Politics, and so on.
NON-WEAPON PROFICIECIES – ADDENDUM
Characters are assumed to have one ‘point’ in any non-weapon proficiency they have chosen to this point. However, you may spend more Character Improvement Points to get a rating of 2 or higher in any NWP, for the same cost as adding a new proficiency, plus a number of points equal to the ‘new’ level. For instance, if you have 5 NWPs, and want to add a new NWP, it would normally cost you 5 points to add another NWP. For 5+2 points, you can increase your Fire Building 1 to Fire Building 2, and get two dice whenever you attempt that NWP roll.
For Social rolls, to clarify, you normally get 1d20, but if you have a NWP that applies, you get one additional die per point of skill in that NWP. For instance, if you have Haggling 2, and go to bargain with a merchant, you get 3d20 on your roll to try to convince them of something (or make some other social action).
WILLPOWER
A second new aspect of the game is Willpower. This is a new, separate trait. It allows you to try to do things that are against your nature, or to be more successful at things that would normally be more difficult. For purposes of my game, you will start with a base willpower of 1. If you wish to increase it, it will cost 2 Character Improvement Points x Current Willpower to improve. You can spend WP points as follows; take this list as typical, not exhaustive. You will regain WP points at the rate of one per day, with a minimum of 12 hours having passed since the point was spent. If you wish to try to do something that you normally wouldn’t, you can either roll a d10 for each WP point you have, against a base difficulty of 6, and roll enough successes to perform the act, or you can spend a point (or more, as appropriate) to perform the act. Generally, acts with a difficulty of 7 or higher will cost 2 willpower points. Naturally, these checks do not apply to engaging in combat, or actions that the character regularly performs as part of his character class, such as climbing a sheer cliff for a thief; however, a fighter climbing a cliff without a rope would most definitely have to make such a roll! If your willpower is as high or higher than the action you are trying, you can automatically attempt it without a roll or spending willpower.
You can also spend a willpower point to give yourself +1 to hit for one round, or on a saving throw (though you cannot lower your save below 2). In order to spend WP on a saving throw or attack, you must state so before you roll the dice that apply.
Circumstances in which a willpower roll might be required
Difficulty General Type of Act
2 Talk to a stranger
3 Talk to a group of strangers
4 Eat something disgusting
5 Interact with people far above or below your social strata
6 Injure yourself slightly (up to 10 hit points of damage)
7 Seriously endanger your life
8 Injure yourself seriously (such as surgery, an amputation, 50% or more of your hit points)
9 Perform near-suicidal act
10 Kill yourself
MERITS AND FLAWS LISTING
SOCIAL
Boon: ( 1-3 pt Merit)
A powerful (rich, etc.) person owes you a favor because of something either you or your family once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the person probably owes you his life. A boon owed by a very powerful person would cost an additional point (high nobility, etc.).
Prestigious Family: (1 pt Merit)
Your Family had or has great status in society, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with people acquainted with your family. Indeed, your family's contacts may actually approach you at some point offering aid. Though your family may no longer have contact with you, the simple fact of your ancestry has marked you forever.
Special Gift: ( 1-3 pt Merit)
Your family gave you a valuable gift. The DM should create something suitable or choose one item from the Magic Items list to give to you (though you can 'suggest' something). The DM will decide how much a particular item is worth.
Reputation: (2 pt Merit)
You have a good reputation among the Adventurers of your chosen city. This may be your own reputation, or it may be derived from your family. Add two dice to all Dice Pools for social dealings with the city's Adventurers. A character with this Merit may not take the Flaw of Notoriety.
Character Class Friendship: (3 pt Merit)
For any number of different reasons or appearance, bearing, background or demeanor or something about you appeals to members of a character class (fighter, cleric, etc.) other than your own (your choice ). The difficulties of all rolls related to social dealings with members of this character class are two less. This can be a two-edged sword; you are also marked by others as a sympathizer with that character class, whether you like it (or deny it! ) or not.
Pawn: (3 pt Merit)
You can manipulate and have some control over another character of one of greater level or social status than you. Your hold was likely formed through spells, but can also come from a variety of other sources, such as blackmail, bribes or threats or - you make it up. The pawn does not necessarily know that it is being controlled.
Enemy: ( 1-5 pt Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The value of the Flaw determines how powerful these enemies are. The most powerful enemies (High Priests or Archmages) would be five-point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you became enemies in the first place.
Infamous Family: (1 pt Flaw)
Your family was, and perhaps still is, distrusted and disliked by many of the Adventurers in the city. As a result, you are distrusted and disliked as well. This is a heavy load, and one not easily shed.
Insane Family: (1 pt Flaw)
Your family leader (or several of them) has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your family may affect your standing, and some of your family's dangerous schemes may somehow involve you.
Mistaken Identity: (1 pt Flaw)
You look similar to another Adventurer, and are mistaken for her, much to your chagrin. This individual's allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and others will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.
Family's Resentment: (1 pt Flaw)
Your family dislikes you and wishes you ill. Given the smallest opportunity, your family will seek to do you harm, and may even attack you if provoked. Your family's friends will also work against you, and many people will thus resent you.
Twisted Upbringing: (1 pt Flaw)
Your family was quite malevolent and taught you all the wrong things about Adventurer society. All your beliefs about how characters interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the DM will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.
Character class Enmity: (2 pt Flaw)
For some reason, something about you inspires contempt or hatred in members of a character class other than your own. There is a two-point penalty to all rolls for social dealings with members of this other character class. Select the 'enemy' character class randomly or choose.
Criminal Family: (2 pt Flaw)
Your family is engaged in acts that could cause a tremendous uproar in the government. They could be mildly breaking the law, or hunting down the wealthy of the city and robbing and/or killing them. Constables are likely to come to you in order to discover your family's whereabouts, and they may not believe you if you tell them you do not know.
Notoriety: (3 pt Flaw)
You have a bad reputation among the Adventurers of your chosen city. This may be your own reputation, or it may be derived from your family. There is a two-point penalty to all dice rolls for social dealings with the city's Adventurers. A character with this Flaw may not take the Merit of Reputation.
PSYCHOLOGICAL
These Merits and Flaws deal with the psychological makeup of your character, and may describe ideals, motivations or pathologies. Some psychological Flaws can be temporarily ignored by spending a Willpower point, and are so noted. If you possess such a Flaw and do not roleplay it when the DM thinks you should, then she may tell you that you have spent a point of Willpower for the effort. Flaws cannot be conveniently ignored.
Code of Honor: (1 pt Merit)
You have a personal code of ethics to which you strictly adhere. Even when you are in combat, you will attempt to obey it. You can automatically resist most non-supernatural temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you gain +2 on your save to resist supernatural persuasions. You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.
Higher Purpose: (1 pt Merit)
You have a goal that drives and directs you in every thing. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great persona strength. You gain two extra dice on social rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the DM first. (If you have the Flaw Driving Goal below you cannot take this Merit )
Berserker: (2 pt Merit)
You have a tendency to lose control in combat, but you know how to direct and make use of it. If you choose, you can go berserk in battle, and ignore damage until you are at –10 hit points (at which point you will collapse). You also gain +2 on all saving throws. However, you will not be able to stop fighting until all perceived enemies are slain, and may have to be forced to stop attacking.
Compulsion: (1 pt Flaw)
You have a psychological compulsion of some sort which can cause you a number of different problems. You compulsion may be for cleanliness, perfection, bragging stealing, gaming, exaggeration or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point, but is in effect at all other times.
Dark Secret: (1 pt Flaw)
You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the community. This can be anything from having murdered a noble to having once been a member of a devil-worshipping coven. While this secret weighs on you mind at all times, it will only surface occasionally. Otherwise, it will begin to lose its impact.
Intolerance: (1 pt Flaw)
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. The difficulties of all dice roll involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here-a dislike of chickens or tea, for instance, will have little effect on play in this game. The DM is the final arbiter on what you can pick to dislike.
Nightmares: ( 1 pt Flaw)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to get –1 on all die rolls day (DM's discretion). Some of the nightmares may be so intense that you mistake them for reality.
Phobia (Mild): (1 pt Flaw)
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a save vs. fear whenever you encounter the object of your fear. The difficulty of this roll is determined by the DM. If you fail the roll, you must retreat from the object.
Combat Exclusion: ( 1 pt Flaw)
You refuse to attack a certain creature type. You may refuse to attack dragons, or orcs, or birds of any type. You are disturbed when others attack this type of prey, and could possibly attack them. If you accidentally attack this class of prey yourself, you will feel such remorse that you will get –5 to hit for at least the next fight you are in, and possibly as many as the next ten fights, and you will have a chance from 5 to 20% to miscast spells for the same number of fights if a spellcaster.
Overconfident: ( 1 pt Flaw)
You have an exaggerated and unshakable opinion of your own worth and capabilities-you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence. The system is that 50% of the time, you will misjudge the damage you deal, the saves you make (or miss), the attacks you make, and the damage you receive.
Shy: ( 1 pt Flaw)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don't expect such a character to make a public speech.
Soft-Hearted: ( 1 pt Flaw)
You cannot stand to watch others suffer-not necessarily because you care about what happens to them, but simply because you dislike the intensity of emotion. If you are the direct cause of suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. You avoid situations where you might have to witness suffering and will do anything you can to protect others from it Whenever you must witness suffering, you receive –2 to hit and on saves for the next 24 hours.
Speech Impediment: (1 pt Flaw)
You have a stammer or some other speech impediment which hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time, but in times of duress or when dealing with outsiders, you should attempt to simulate it. You also have a 10% chance to miscast any verbal spells or scroll readings.
Low Self-lmage: (2 pt Flaw)
You lack self-confidence and don't believe in yourself. You receive –2 on die rolls in situations where you don't expect to succeed (at the DM's discretion, though the penalty might be limited to one die if you help the DM by pointing out times when this Flaw might affect you ). At the DM's option, you may be required to make Willpower rolls to do things that require self confidence, or even to use a Willpower point when others would not be obliged to do so.
Short Fuse: (2 pt Flaw)
You are easily angered. In social situations where you are treated badly, you must make a save vs. fear each melee round or be compelled to either attack or run away. This is a dangerous Flaw; don't choose it without careful thought
Territorial: (2 pt Flaw)
You are extremely territorial. You do not like to leave your territory, nor do you like to have strangers enter it. In fact, you get so nervous and disoriented while outside your territory that you get –1 to hit and on saves. This will be defined as your home city, forests, farmlands, desert, etc.
Vengeance: (2 pt Flaw)
You have a score to settle. You are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and make revenge your first priority in all situations. The need for vengeance can only be overcome by spending Willpower points, and even then it only temporarily subsides. Someday you may have your revenge, but the DM won't make it easy.
Driving Goal: (3 pt Flaw)
You have a personal goal, which sometimes compel and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate all demons or conquer Valhalla. Because you must work toward your goal throughout the game (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
Hatred: (3 pt Flaw)
You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate species of animal, a class of person, a color, a situation- anything. You must make a save vs. fear whenever faced with the object of your hatred or attack is on sight. You constantly pursue opportunities to harm the hated object or to gain power over it.
Phobia (Severe): (3 pt Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on. You must make a save vs. fear roll not to run away when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. If you make the save by 5 or less, you will not approach it. The DM has final say over which phobias are allowed.
GREEDY (1 – 3 PT FLAW) – The need for gaining and keeping material wealth is greater in you than in most. To avoid a situation which would gain you personal wealth, you must make a Willpower roll (Difficulty 7 for the 1 pt Flaw, 8 for the 2 pt, and 9 for the 3 pt). A Willpower Point may be spent to avoid the temptation for one hour. The difficulty is 1 lower if the action requires killing, 2 lower if it requires killing those within one point of your alignment.
HONEST TO A FAULT (1PT FLAW) – You often feel compelled to speak what’s on your mind at times when its best to either say nothing or tell a "White Lie". When people could use a word of encouragement or positive reinforcement, you tend to speak the truth about the thing: weight, looks, a family members health, et al… If you fail to do so, it costs you a willpower point.
VULGAR (1 PT FLAW) – There are a great many things that are Faux Paux in social situations and you tend to do them all! You belch, flatulate, make rude comments loudly, and use Vulgar Argot in the highest of Social situations. Raise target numbers by 2 regarding scenes that require couth, or to just keep your mouth shut. You may spend a point of Willpower to overcome this flaw for one hour.
POWER HUNGRY (1-3 PT FLAW) – You are so drawn to the trappings and vestments of power that you find it hard not to grasp the reins when the opportunity presents itself, even if it were to mean bringing harm to those you know and love. A Willpower roll is required to avoid doing what your heart desires and what you know to be "right" (Difficulty 7 for the 1PT Flaw, 8 for the 2 PT, and 9 for the 3 PT, modified by the situation). The difficulty is 1 lower if the action requires killing, 2 lower if it requires killing those within one point of your alignment.
HORRIBLE NIGHTMARES (3 PT FLAW) – Your nightmares are so real to you that you often wake up screaming (at least one time a week, DM will tell you) and get –2 on saves and attacks for that day each time you rise due to this. You also cannot regain a point of Willpower after a days rest, due to the lack thereof.
OBSESSED (5 PT FLAW) – You are hopelessly in love with someone, and desire her more than anything else in the world. You must make a Willpower Roll (Difficulty 7) not to touch her in a public setting. You desire to kidnap her so that the two of you can be together forever, and must make a Willpower Roll (Difficulty 9) not to steal her when you’re alone with her. You may not spend Willpower for an automatic success during a roll, and furthermore you are distracted when not in her presence – all rolls are at a minus 1 modifier, to hit and on saves.
MENTAL
These Merits and Flaws deal with the mind: its strengths, weaknesses and special capacities.
Common Sense: (1 pt Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the DM should alert you to how, your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the DM concerning what you can and cannot do, and (even more importantly) what you should and should not do. You will also have a great deal of ‘common sense’ knowledge about your homeland, its people and history.
Concentration: (1 pt Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. You also get a save vs. paralyzation to not have your spell interrupted if you are damaged during the casting of a spell. You may also withold an attack in any melee round (once per round maximum), spending that time mentally focusing (and nothing else), and then gain +5 to hit on the next attack (melee or missile) you perform.
Lightning Calculator: (1 pt Merit)
You have a natural affinity with numbers and a talent for mental arithmetic. You have the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the DM the difficulty rating of a task you are about to perform, or how likely you are to succeed at something.
Eidetic Memory: (2 pt Merit)
You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence roll, you can recall any desired sight or sound accurately, even if you heard it or glanced at it only once (though the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: the DM relates to you exactly what was seen or heard.
Magical Theorist: (2 pt Merit)
This merit adds 10% to the base chance of success when researching spells, alchemical formulas, and the like.
Light Sleeper: (4 pt Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.
Calm Heart: (3 pt Merit)
You are naturally calm and well-composed, and do not easily fly off the handle. Gain +2 on saves vs. fear, anger, or similar effects, no matter how the incident is provoked.
Iron Will: (3 pt Merit)
When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be coerced, nor can your mind be affected in any way by spells or spell-like effects. However, the DM may require you to spend Willpower points when extremely potent powers are directed at you. You must have at least one willpower point currently for this merit to work, or you will have to make a normal save versus such effects.
Self-Confident: (5 pt Merit)
When you spend a point of Willpower, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You can attempt a willpower roll, difficulty 7 with 2 successes needed, and if you make the roll, you do not lose the point.
Deep Sleeper: (1 pt Flaw)
When you sleep, it is very difficult for you to awaken. You will require 2-5 segments to awaken enough to attack or cast spells, though you can move at half speed one segment earlier.
Amnesia: (2 pt Flaw)
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. (You can, if you wish, take up to five points of other Flaws without specifying what they are, and leave it to the DM to detail them. Over the course of the chronicle, you and your character will slowly discover them.)
Confused: (2 pt 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 tavern with a loud crowd). You may spend Willpower to override the effects of your confusion, but only temporarily. You will have to make a save vs. fear at the DM’s discretion, or be unable to attack or cast for 1-10 segments.
Weak-Willed: (2 pt Flaw)
You are highly susceptible to control and intimidation by others, and get –2 on saves vs. such effects. You are, in fact, unable to use your Willpower freely. You can employ your Willpower only when survival is at stake.
Absent-Minded: (3 pt Flaw)
This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as spells or combat or thief skills, you do forget names, locations, and when you last ate. In order to remember anything more than basic information, you need to make a Wisdom roll or, as a last resort, spend a Willpower point.
BRILLIANT (5 PT MERIT) – Do to the good genes in your family line, you don’t generally have to work out as hard as others to increase your Mental Attributes. As such, it costs you one point less than normal to increase your intelligence, wisdom, or charisma through spending Character Improvement Points.
AWARENESS
These Merits and Flaws involve perception, or the lack thereof.
Acute Hearing: (1 pt Merit)
You have exceptionally sharp hearing, even for a character. The difficulties of all dice roll that relate to hearing are decreased by ten percent.
Acute Vision: (1 pt Merit)
You have exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision (e.g., thief ability to find traps, or a ranger’s tracking skills, and detect invisible) are reduced by ten percent.
Color Blindness: (1 pt Flaw)
You can only see in black and white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray. This will add ten percent to rolls relating to vision (e.g., thief ability to find traps, or a ranger’s tracking skills, or detect invisible).
Hard of Hearing: (1 pt Flaw)
Your hearing is defective. The difficulties of all dice rolls related to hearing are increased by ten percent. You may not take Acute Hearing if you take this Flaw.
Bad Sight: (2 pt Flaw)
Your sight is defective. The difficulties of all dice rolls related to vision are increased by ten percent. This Flaw is neither nearsightedness nor farsightedness; it is a minor form of blindness. You may not take Acute Vision if you take this Flaw.
Deaf: (4 pt Flaw)
You cannot hear sound, and automatically fail any rolls that require hearing.
Blind: (6 pt Flaw)
You automatically fail all dice rolls involving vision. You cannot see-the world of color and light is lost to you. This is a birth defect and cannot be healed or regenerated.
APTITUDES These Merits and Flaws establish special capacities and abilities for your character, or modify the effects and powers of your character's other Traits.
Ambidextrous: (1 pt Merit)
You have a high degree of off-hand dexterity and can perform tasks with the 'wrong' hand at no penalty. The normal penalty for using both hands at once to perform different tasks (e.g. fighting with a weapon in each hand) is based on your dexterity, and can be found in the Dungeon Master’s Guide.
Natural Rider: (1 pt Merit)
You have a natural affinity with riding creatures, such as horses, elephants and even flying beasts. The difficulties of all rolls requiring risky or especially difficult riding maneuvers are ten percent less. You can automatically ride mundane beasts such as horses or mules, without learning a non-weapon proficiency.
Mechanical Aptitude: (1 pt Merit)
You are naturally adept with all kinds of mechanical devices, not counting weapons. The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less. However, this Merit doesn't help you drive any sort of vehicle. This gives +10% to pick locks, find and remove mechanical traps, and so on.
Natural Linguist: (2 pt Merit)
You have a flair for languages. This Merit does not allow you to learn more languages than are permitted by your intelligence and Linguistics non-weapon proficiency, but you have a chance equal to your intelligence times 3% to be able to grasp the basic meaning of any language you hear or read.
Daredevil: (3 pt Merit)
You are good at taking risks, and are even better at surviving them. All saves and to-hit rolls are one less whenever you try something particularly dangerous, and chance of failure is 10% less when performing risky acts that would result in great harm or death (such as climbing a high cliff, riding a dragon, etc.).
Fast Learner: (3 pt Merit)
You learn very quickly, and pick up on new things faster than most do. You gain one extra Character Improvement Point at the conclusion of each game. Alternatively, you can gain 5% additional experience points.
Jack-Of-AII-Trades: (5 pt Merit)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. You automatically have a point in up to ten non-weapon proficiencies (which must be listed). These are illusory levels, used only to simulate a wide range of abilities. If the character trains or spends experience in the non-weapon proficiency, he must first buy one point, then two, etc. as if he had no points.
Illiterate: (1 pt Flaw)
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
Weapon Affinity (1 pt merit) – You have a natural affinity for weapons. The difficulties for all rolls to understand, repair, or use any weapon items are reduced by ten percent. This does not include combat, but does give you a chance to identify magic weapons on sight, roll d10, need an 8 to identify magic weapons.
Natural Born Driver (1 pt merit) – You were born to drive – anything! Nearly any mode of ground or water transportation is yours to command. This includes anything from wagons to merchant ships, though you’ll need at least a few moments to examine the controls and gather yourself before moving. All difficulties due to the operation or repair of any ground or water vehicle are reduced by 10 percent.
SUPERNATURAL
These Merits and Flaws are different kinds of supernatural benefits or detriments. You should not select such Traits unless they firmly fit your character concept, and you can explain why your character possesses them. In general, we do not recommend that anyone have more than one or two supernatural Merits or Flaws - they should be strictly controlled by the DM.
Inoffensive to Animals: (1 pt Merit)
Animals do not fear or distrust you the way they do most humans and demi-humans. They treat you as they would other animals of their type and do not shy from your touch.
True Love: (1 pt Merit)
You have discovered, but may have lost (at least temporarily) a true love. 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 protecting or near to your true love. Also, the power of your love may be powerful enough to protect you from other supernatural forces (DM's discretion, you may gain +2 on saves when protecting or near your true love). However, your true love may also be a hindrance, and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit to play over the course of a game.
Medium: (2 pt Merit)
You possess the natural 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 gratis - they will always want something in return.
Danger Sense: (2 pt Merit)
You have a sixth sense that warns you of danger. When you are in danger, the DM will make a secret roll against your Wisdom; the difficulty depends on the remoteness of the danger. If the roll succeeds, the DM tells you that you have a sense of foreboding. Making the roll by several points may give an indication of direction, distance or nature.
Magic Resistance: (2 pt Merit)
You have an inherent resistance to spells, at-will powers, potions and the like. Although you may never learn spells of any type, and cannot use scrolls, you gain +2 on saves vs. magic, and a 10% resistance to magic and magic-like abilities when directed at you. This also means that there is a 10% chance that potions you consume will not affect you in any way. Note: this includes all spells, beneficial and malign alike!
Spirit Mentor: (3 pt Merit)
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 DM will create the ghost character, but will not reveal to you its full powers and potencies.
Monster Companion: (3 pt Merit)
You have a friend and ally who just happens to be a monster or some sort, that normally you might kill on sight. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciate such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficult. The DM will create the monster character, but will not reveal to you its full powers and potencies.
Luck: (3 pt Merit)
You can repeat three failed rolls per game. If you roll a 1 on a saving throw, you may not reroll that failure. Only one repeat attempt may be made on any single roll.
Destiny: (4 pt Merit)
You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the game continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. How this is played is up to the DM.
Charmed Existence: (5 pt Merit)
Your life is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single failed save (unless it is a save where you rolled a 1) each game, automatically making the save.
Guardian Angel: (6 pt Merit)
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The DM must decide why you are being watched over, and by what (not necessarily an angel, despite the name).
Cursed: ( 1-5 pt Flaw)
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow:
If you pass on a secret that was told to you, your betrayal will later harm you in some way. (1 pt)
You stutter uncontrollably when you try to describe what you have seen or heard. (2 pt)
Weapons often break or malfunction when you attempt to use them. (3 pt)
You are doomed to make enemies of those to whom you become most attached (so whatever you do, don't get too close to the other characters! ). (4 pt)
Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (5 pt)
Magic Susceptibility: (4 pt Flaw)
You are susceptible to the magical spells and spell-like effects. You get –2 on saves vs. magic or magical effects, and all spells cast have +25% normal effect on you. This includes beneficial and baneful magic alike!
Haunted: (3 pt Flaw)
You are haunted by a ghost that only you (and those with power to see extraplanar creatures) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting you - especially when you need to keep your cool. It also has a number of minor powers it can use against you: hide small objects; bring a "chill" over others, making them very ill at ease with you; cause a loud buzzing in your ear or the ears of others; move a small object such as a knife or stick; break a fragile item such as a bottle or mirror; trip you; or make eerie noises such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. The DM will likely personify the ghost in order to make things all the more frustrating for you.
Dark Fate: (5 pt Flaw)
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the DM. Though you can't do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well.
SPECIAL ABILITY (3 PT MERIT) – You were born with a psychic ability of some sort. You can suggest a general type of power (such as flight, fire immunity, and so on), but the specifics of it will be generated by the DM. You will be able to learn how to control and improve it with time and expenditure of Character Improvement Points.
LYCANTHROPE (4PT FLAW) – You were, probably as a child, the victim of an animal attack which has left you feeling much more… feral than normal. You now possess the abilities of the were-creatures. You change uncontrollably during a full moon and have no control over your actions, and often – unfortunately – have only vague memories of what you did. You can gradually gain control over yourself, and your powers, or you can try to have the curse removed.
SOCIETY
These Merits and Flaws deal with the influence, power and station of a character within society.
Judicial Ties: (2 pt Merit)
You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to avoid problems with the law.
Mansion: (2 pt Merit)
You own a large mansion or a home with 25 or more rooms as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit. The mansion is assumed to have magical security, as well as a wall around the perimeter.
Tavern: (2 pt Merit)
You own a moderate-sized tavern, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury, about 5000 gp per month profit, but more important than the money is the prestige. You may use the tavern as your base, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this theme could include: a restaurant, theater, sports arena or retail store.
Temple Ties: (3 pt Merit)
You have influence and contacts in some local temples of your religion, and have the means to bring pressure to bear, request favors, and raise money. The more you use your ties, of course, the greater your risk of being found out.
Merchant Ties: (3 pt Merit)
You have both influence over and contacts in the local merchant community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.
Constable Ties: (3 pt Merit)
You have both influence over and contacts in the local constable department. You can, with a single message, cause an warrant to be issued. However, the more often you use your ties with the constables, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.
Political Ties: (3 pt Merit)
You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.
Underworld Ties: (3 pt Merit)
You have both influence over and contacts in the local thieves’ guild and organized street gangs. This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.
Merchant Prince: (5 pt Merit)
You have a particular influence and sway over a major mercantile or trading firm and associated companies, just as if you were its owner. Through this corporation, you know much that takes place in the merchant community, and have the means to wage economic warfare. This Merit provides you with some informal contacts, the exact extent of which are determined by the DM.
Anachronism: (2 pt Flaw)
You were taught old fashioned ways of life and behavior, and are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period. If the roll is failed, total the net failures and use this total as a negative modifier to your attempts at social interaction.
Ward: (3 pt Flaw)
You are devoted to the protection of a young and/or weak person or creature. You may describe your ward, though the DM will actually create her. This character may be a friend or relative from your pre-adventuring days, or simply a person you admire and consider important. Wards have a way of getting caught up in the action of stories, and are frequent targets of a character's enemies.
Hunted: (4 pt Flaw)
You are pursued by a fanatical being of opposite alignment who believes you are a dangerous, vile beast inimical to their kind (perhaps you are). All those with whom you associate may be hunted by the same individual as well. Though this hunter seeks to destroy all of those of opposite alignment, something about you drives the passion of this killer.
PHYSICAL
These Merits and Flaws deal with your health and physical makeup.
Double-Jointed: (1 pt Merit)
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit, as would be climbing walls or moving silently.
Huge Size: (4 pt Merit)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have ten percent additional hit points over those rolled, and are able to suffer more harm before you are incapacitated.
Allergic: ( 1-3 pt Flaw)
You are allergic to some substance, and you are actually incapacitated by your reaction. If the substance was in the food you ate, the reaction will be very strong, though touch alone is enough to disturb you. If it was in the food, you will have minus five to hit and on saves for one hour - if you just touched it, the penalty is reduced to minus two. Choose from the list below or make up the substance to which you are allergic.
Wood, leather: 2 pt
Alcohol, Specific food: 1 pt
Cloth, Metal: 3 pt
Short: (1 pt Flaw)
You are well below average height (no more than 4’6” for a human, proportionate for other races), and have trouble seeing over high objects and moving quickly. You suffer a 20% reduction in foot speed, and you and the DM should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. Your height will be proportionately short for your race.
Disfigured: (2 pt Flaw)
A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a charisma no higher than four.
Selective Digestion: (2 pt Flaw)
You can digest only certain types of food. This may require you to carry large amounts of food with you, or cause you to weaken greatly each day you go without your preferred food. Note that the food from ‘create food’ will not overcome this flaw, unless it is from a priest of your specific deity.
Deformity: (3 pt Flaw)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will give you minus two on dodging saves and missile attacks.
Lame: (3 pt Flaw)
Your legs are injured or otherwise prevented from working effectively. You suffer a minus two penalty to all dice rolls related to movement. A character may not take this Flaw along with the Merit Double-Jointed.
Monstrous: (3 pt Flaw)
There is something wholly monstrous about you, something that makes you hideous. You scarcely look human, but the manner in which you differ is up to you. Perhaps you have grown scales or warts all over your body, or perhaps a scream has been permanently frozen on your face. Not only is your comeliness a zero, but you make even your close friends uneasy.
Mute: (4 pt Flaw)
Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means -typically writing or signing. This cannot be healed or regenerated, as it is a birth defect.
CAT NAPPER (1PT MERIT) – The majority of people need to get a full-nights rest, but you only require short periods of sleep. If you get a few short naps during a 24-hour cycle – each combing a total of five hours – you get the benefit of a night’s rest. You suffer none of the penalties of lack of sleep, either.
TOUGH (5 PT MERIT) – You are built of sterner stuff than most, having an inner fortitude. This Merit gives you the equivalent of 4 points on your armor class.
PHYSICALLY FIT (5 PT MERIT) – Do to the good genes in your family line, you don’t generally have to work out as hard as others to increase your Physical Attributes. As such, it costs you one point less than normal to increase your strength, dexterity, comeliness or constitution through spending Character Improvement Points.
BUFF (4 PT MERIT) – This Merit grants a ten percent addition to hit points with no corresponding size increase.
HUGE AND BUFF (6 PT MERIT) - You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have ten percent additional hit points over those rolled, and are able to suffer more harm before you are incapacitated. You also gain the benefit of having two additional strength points over what you rolled during character creation and added with Character Improvement Points (or two categories, from 18:01 to 18:00).
Natural Longevity – 3 point merit
This merit gives you a save (which cannot normally be modified) of 19 to not be aged by haste spell or speed potion. In addition, your natural maximum age will be 10% higher, though the ages at which you change age categories will not be altered.
Bald – 1 point flaw
You have little or no hair on your head. This will give you a +1 modifier on difficulty on many social situations. This flaw cannot be taken by those who are older than human equivalent of 50 years old.
Airsick – 1 point flaw
You cannot stand to fly in any fashion – carpet, eagle, spell or any other method. Doing so will nearly incapacitate you (all attack and saving throw roll chances are halved, as is damage dealt, dexterity and strength are halved); this effect will last for 5-8 rounds after the flying ends.
Seasick – 2 point flaw
You cannot stand to travel by water in any fashion – boat, swimming, walking on water, or any other method. Doing so will nearly incapacitate you (all attack and saving throw roll chances are halved, as is damage dealt, dexterity and strength are halved); this effect will last for 5-8 rounds after the flying ends.