Merits & Flaws

Merits & Flaws (called Character Traits in the rulebook) are optional background traits selected during character creation Step 06. They add mechanical flavor to a character’s personality, history, and physical condition using a simple point-buy system.

GM approval required

This system is only available if the GM enables it for the campaign. Confirm before selecting any traits.

Trait point rules

  • Each character starts with 1 Trait Point (TP)
  • A character may take up to 5 traits total (any mix of positive and negative)
  • Positive traits (merits) cost TP to purchase
  • Negative traits (flaws) grant bonus TP
  • All unspent TP are lost after character creation
  • The GM may later grant or remove traits based on in-game events

Positive traits (merits)

TraitTPEffect
Attractive2+10 to Personality tests where beauty plays a major role
Brave3+20 to Willpower tests to resist Fear or Persuade (Intimidation)
Common Sense3GM warns the player before the character makes an objectively bad decision
Direction Sense1Always finds north outdoors; reroll one failed Navigate test per long rest
First Impression1+10 to Personality tests when first meeting someone new
Good With Animals2+10 to Animal Handling, Ride, or Survival tests to train or calm animals
Pain Tolerant3+10 to Shock Tests; wound passive penalty reduced to -10 (from -20)
Perfect Memory3Never needs to roll to recall anything seen or heard; +1 DoS on successful Lore tests
Preferred Enemy1/3+10 to tests that directly harm a specific character (1 TP) or faction (3 TP)
Situational Awareness2Ignores Perception penalties from distraction (not from lighting or environment)
Slippery3+10 to Acrobatics (flexibility); can Resist using Acrobatics
Threat Awareness3When Surprised, may roll Initiative instead (but -20 to non-defensive Reactions in round 1)
Unremarkable2+10 to Subterfuge and Stealth when blending into a crowd; hard to describe or remember

Negative traits (flaws)

Trait+TPEffect
Addiction+2-10 penalty on all tests per day without the substance (cumulative, max -30)
Aversion (X, Y)+1/Y-10 per Y on all tests when exposed to the aversion X
Bad Reflexes+2Roll Initiative twice, take the lowest
Combat Paralysis+3Test Willpower when combat begins; fail = no actions or reactions in round 1
Dampened Senses (X)+1-10 to Perception tests using the selected sense
Disturbing Voice+1+10 to Persuade (Intimidation); -10 to all other Personality tests involving speech
Illiterate+3Cannot read or write
Incompetent (X, Y)+1/X-10 per X when rolling a trained skill in its area of incompetence Y
Low Pain Tolerance+3-10 to Shock Tests and Willpower vs pain; wound passive penalty increased to -30 (from -20)
Naive+2GM may call for Intelligence tests to avoid misreading social situations
Oblivious+2-20 to Perception tests to detect surprise
Social Stigma (X)+1-10 to social tests in situations related to the stigma; stackable for different stigmas
Timid+3-10 to Willpower vs Panic or intimidation; -20 to Horror Tests
Ugly+2-10 to Personality tests where appearance plays a major role
Weak Immune System (X)+1/X-10 * X to Endurance tests vs disease (offsets Disease Resistance first)

Severe negative traits

Severe flaws grant more TP but come with major mechanical consequences. Consider carefully before selecting these.

Trait+TPEffect
Amnesia+5A gap in memory; details worked out with the GM. Will come back to haunt the character
Blind+4Blinded condition. Compensated by one free reroll per session on non-sight tests
Deaf+4Deafened condition. Compensated by one free reroll per session on non-hearing tests
Lingering Injury+4Old injury with GM-determined effects. Grants +1 SP maximum from living with pain
Star Cursed+5Add 2 Unlucky Numbers. Things tend to go horribly wrong in the character’s presence

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