Working Merits and Flaws in Earthdawn:

Players should generally have an equal amount of Merits and Flaws pointwise. In the case they do not balance out, Flaws add points to the 66 character creation points, while Merits remove points. In addition, each point of Flaws left over can add one to the maximum Karma for that race, while each point of Merits can remove one.

This system is meant to give a character quirks to enhance surprise and roleplaying. This system is NOT munchkin-proof, so keep an eye on your min/maxers.

Mail me with suggestions at driver@bc.edu


Easy Target (2 point Flaw)

Although you might have great Dexterity, for some reason you're easier to hit than you should be. Reduce your Physical Defence by 1.

Magic Susceptability (3 point Flaw)

A truly unfortunate Flaw, magical effects and spells have an easier time targeting you. This may or may not result in an aversion to magic. Reduce your Spell Defence by 2.

Low Self-Image (2 point Flaw)

You just don't think very much of yourself, and it shows. Reduce your Social Defence by 2.

Disconnected (5 point Flaw)

Unlike others of your race, you are unable to tap into the magic of the World with ease. Your Karma die is only a d4. Human and Ork only.

Vicious Gahad (3 point Flaw)

Your Gahad is terribly strong. When you resist it, you will become violently ill failing a Willpower (7) Test, and take Step 3 damage immediately.

Disfigured (2 or 4 point Flaw)

You have an obvious disfigurement that doesn't impair you in any way but socially. A 2 pt. Disfigurement reduces your Charisma by 2 in all situations where approrpaite, and a 4 point Disfigurement reduces your Charisma by 4 in the same situations.

Monstrous Disfigurement (6 point Flaw)

In this age of heroes, having such a hideous Disfigurement is extremely unfortunate. Your charisma is reduced by 10 in all situations where appropriate, and most people will move away from you if they see you.

Slow Learner (3 point Flaw)

You learn more slowly than others, although you may be extremely smart. Double all training times for Skills, Talents, Disciplines, etc, but not Spells.

Easily Corruptible (5 point Flaw)

Heroic though you may be, there's something in you that can't say no. Whenever temptation presents itself, you have a good chance of succumbing. Reduce your Spell or Social Defence by 3 against powers such as Horror Mark and Thought Worm.(note:remove?)

Bad with Tongues (2 point Flaw)

You are not so good with languages, and begin with your racial tongue only. If this is not Throalic, you will probably have to buy the common language with Skill Ranks to join the group. In addition, all training times for languages are doubled.

Bad Sight or Hard of Hearing (1 point Flaw)

You can't see or hear (or both!) so well. Add 1 to the difficulty of Perception rolls when directly based on the damaged sense, or 1 to more general Perception rolls if BOTH Flaws are taken.

Slow (2 point Flaw)

You're pretty damn slow. Obsidimen with this Flaw rarely leave their Liferocks, because it takes too damn long to get anywhere. Reduce your dexterity by 3 when figuring your speed.

Offensive to Animals (1 or 3 point Flaw)

Something about you raises the ire of common animals. All react as if 1 slot closer to "Hostile" on the Reaction table. Attempts to befriend these animals are at -4 steps, although attempts to control them through intimidation are at +1 step. Beastmasters gain 3 points for this Flaw instead of 1.

Offensive to Spirits (3 point Flaw)

Spirits (non-Horror, non-elemental) simply don't like your aura. They generally react as if 1 slot closer to "Hostile" on the resistance table, although circumstances can cause them to control themselves. You receive a 2 step penalty to all social interactions with them, as well.

Terrible Artist (3 point Flaw)

Sometimes the art you create is so offensively repugnant that the very air seems to curdle around it. Every time you make an Artisan Skill Test, roll a d6. On a 1, regardless of the Test result, this particular piece of art is rotten. You may be considered Horror Marked by suspicious peasants...

One-Eyed (2 point Flaw)

You lost your eye, and nothing short of powerful healing magics will grow it back. You cannot use more than one blood-magic Eye, and receive a penalty of 2 steps on ranged shots that you do not carefully aim. You also may receive a loss of 1 step from your Perception on certain tests, at the GM's discretion.

Imperfect Spell Matrix (5 point Flaw)

When you constructed one of your spell matrices, you botched it. Every time a spell is unsuccessfully cast from the poorly-made matrix, the matrix is wiped clean and must be Reattuned by meditation or on the fly. Even if the matrix is destroyed and rebuilt, the flaw remains.

Wingless (7 point Flaw)

Your wings have been permanently destroyed. Only phenomenally powerful healing magic can recreate them. How this affected you psyche is up to you...Windling only.

Heart of Stone (2 point Flaw)

You are cold, and find it very difficult (although not impossible) to love. This is largely a roleplaying flaw. Whenever you are required to be empathic or compassionate in social situations, you receive a -3 step penalty to the appropriate Test. Obsidimen only.

Outcast (? point Flaw)

You have left your moot over a point of honor, and your horns have been severed. You may or may not follow the Outcast Warrior discipline. Troll only.

Tailless (? point Flaw)

Your tail has been severed and will not grow back, OR you hatched without one. Perhaps you wear a fake. T'skrang only.

Ill-suited for Chosen Discipline (4 point Flaw)

For some reason, you were coerced into following a Discipline you are not really suited for. You cannot pick up another Discipline until Fourth Circle, for the same reason, whatever it is. The scores of the Important Attributes for your discipline cannot begin at more than 5 less than racial max (13 for most, 6 for Windling strength, etc) BEFORE the racial adjustments. Again, this is largely a roleplaying Flaw.


More social and non-game oriented Flaws and merits are needed! Help!
Oh, here are Merits. 1