Abnormal Size - 4 Point Merit
You're either really large or small. If you plan on being smaller than three feet or bigger than seven, this is the merit for you! Monsters need not apply.
Adventurer - 2 Point Merit
You are an adventurer! You make some money by going out and killing monsters and saving the day, such things like that. With this merit, you can convert gil to and from SCMUD(mud.scworlds.net, port 6060). You should have the same character with same name on both games. Money coming from there will come in at a 500 G to 1 G translation. Money going there will go at 1 G here for 15 G there.
Agile Finger - 3 Point Merit
You have very agile fingers, and can perform actions which take delicate, quick and soft touches at +1 success. These include lock picking, stealing things, crafting especially small or delicate items, and other things where small hand movements can be useful.
Alternate Form - 5 Point Merit
You have, without the need of the shape-shift skill, one alternative form, for whatever reason(do come up with a good one, "magic" isn't sufficient). Taking this form requires an action, but is always considered to be at 10 successes(for purposes of spells/effects that might bind you to a form, like cursed transformation). This alternative form is also considered as much your 'native' form as your native form, and cannot be dispelled. You can not, however, for whatever reason change your base gender with this power. Males stay males, females stay females, herms stay herms.
Angelic - 7 Point Merit
You are almost never thought to be guilty. Surely it was someone elses fault, no one so nice, so sweet, so pretty so (fill in the blank) as to do what you possibly actually did. While this won't stop someone from using hard evidence, in the lack of it, they will tend to point the finger at anything and anyone but you.
Aquatic Prowess - 3 Point Merit
You can hold your breath for a half hour without a problem. You also have +1 success to any swimming check you may ever have to make.
Avatar Fixated - 5 Point Merit
A summoning merit, the summoner excels in drawing a spirit whole cloth into the physical realm. They cannot use the spirit's 'flash effect', but can summon and hold the spirit in this world for twice as long as the duration of the spell would imply. After that, they may spend 2 Mp/round to keep them. While the spirit is manifest, the caller may do nothing but talk, move, or dismiss the spirit. If the spirit is 'slain', it is returned to the spirit world(it arrives in fine condition) and the spell is instantly ended.
Caustic Affinity - 4 Point Merit
Your techno/magic affinity interferes with the opposing element at greater distance. Instead of 10 feet, failure chances begin at 60 feet.
Caustic Blood - 2 Point Merit
Your blood is especially poisonous. Anyone drinking it for any reason gains no benefit and immediately becomes [Poison]'ed. If the victim has poison affinity of 15+, they can ignore this merit.
Code of Ethics - 3 Point Merit
You have a code of ethics(which you should type in as fully as possible into the extra information spot) that your character abides to no matter what, or at least so long as he can help it. -2 succs to any attempt to sway them from their code.
Cold Adapted - 1 Point Merit
Your fur, or long exposure to the arctic, has made you at ease in the chill. Treat the temperature as 30 degrees (Fahrenheit) higher for sake of comfort, for good or bad (and it could be pretty bad in warmer places).
Common-Sense - 3 Point Merit
Well, duh. You don't do stupid things. Well.. less stupid things... If you're caught with your OOC pants down, you can claim that you would have done it ICly, within reason. This ability may be nulled at the dissatisfaction of those around you. So be good, and be tactful.
Dangerous Beauty - 3 Point Merit
+1 success to all seduction rolls against the opposite sex(or same, if they swing that way).
Dark Magic - 8 Point Merit
Your magic comes from a place most unwholesome. At the brightest, you just work too hard on your spells, but far more likely, you have a pact with darker agents. Your thirst for power allows your spells to shatter reality with its strength, but at a terrible personal cost. Every casting drains you of your life essence, injuring you and slowly eating away at your constitution until one day you succumb to your lusts and return to ash.
Darkvision - 4 Point Merit
You can see without light. In a range of roughly fifteen feet you can actually discern black and whiteish forms when there is no light present at all. This ability doesn't confer detailed sight or colors, and you cannot read words written on books. It does, however, not hamper natural vision and you will not be blinded more than normally when subjected to sudden light changes. When buying this merit multiple times, the range stacks.
Eidetic Memory - 4 Point Merit
You remember everything you see and hear. If it's something you only saw for an instant or a long time ago, a perception+alertness with 1-5 succs(depending on the situation) will dredge up the memory.
Elder - 5 Point Merit
Good magic takes time and practice. You show this. You're at least sixty years of age by now, but you've had a long time to truly refine your magic. Your beard(if male) might by turning grey, but that's a small price to pay for mastery, is it not? All magics come more easily for you, at a difficulty of 11 versus the normal 12.
Elemental Aspect - 6 Point Merit
You have a some bit of magical blood in your veins. You are aligned to some sort of 'domain', an aspect of life. Sun, Summer, Winter, Anger, Love, Plants. Choose your domain(and have a staffer +jnote it on you). When dealing with this domain, you feel very comfortable and at home. If it's an element, you gain its affinity(or closest to it) at 20 for no cost. If not elemental, you gain +10 to any roll involving your domain. In addition, you have very minor control over your domain. An air aligned person could summon breezes to blow out a candle, or a fire aligned person light torches with ease, or keep themself warm on a cold day. When confronted with the opposing domain, your character will feel ill at ease, suffering +-5 to all rolls until the offending element is removed.(This cannot be taken with other fae aspects, or itself).
Elemental Entity - 8 Point Merit
You are, for reasons magical, divine, or just odd fortune, an elemental entity. Pick an element(black, white, water, air, earth, lightning, fire or ice) and enjoy +100% soak against it. Against its opposite, -100% soak. You may NOT pact with spirits of your opposing element, ever. This merit can only be taken once.
Exotic Plumage - 2 Point Merit
Your fur, skin, or (literally) plumage has an odd coloration or pattern to it. While regarded as wierd by some, you find it rather attractive in its own way, and so do other people. Possibilities include but are not limited to spots, stripes, zig zags, neon coloring, clashing colors, and just a complete lack or presence(A human with fur, a lion without it). Of course, being so odd, you're probably very easy to remember, for better or worse.(specials that make you harder to remember are at half efficiency, but you tend to garner fame more easilly.)
Family Noble - 10 Point Merit
You are a noble of a Valente family. This affords you power and respect as well as funding and resources. +30 resources, set caste to 6.
Fearsome - 3 Point Merit
You have an imposing feature about you, be it your aura, way you carry yourself, or something else. You gain 2 successes towards intimidation, but lose 1 to any other social roll.
Feral Ties - 3 Point Merit
Your body cries back to it's bestial heritage. You have quills, wings, gills, or some other feral trait. You may take one Monster Special appropriate to your species at rating 5 with this Merit. This requires staff approval, as one must contact staff to get their points.
Fertile - 2 Point Merit
You are especially fertile. This is generally a blessing in this society. Take care with your trysts however as they more often then not come with consequences. Your fertility is usually visible, but sometimes comes in the form of olfactory(smell) cue. +5 to social rolls involving the opposite gender(+2 with either gender if Hermaphroditic).
Focused Heresy - 4 Point Merit
You specialize in a particular flavor of mad science. When rolling to see what sort of item you will create, if you get within 5 of your specialty, you can choose to make your specialty item without the usual penalty for forcing what you make.
Foreign Noble - 5 Point Merit
You are a noble of a non Valente house. As a result you have somewhat more money than a commoner, but arguably less respect. Local powers are reluctant to recognize your opinion in most matters and quietly wish you would depart to your home. Caste to 10, resources +10.
Gaia's Love - 7 Point Merit
+gw until you get a positive result. Gaia likes you! Or maybe you just got lucky... This is good for one positive mutation only, gained at chargen under supervision of staff.
Good Kharma - 7 Point Merit
The character is particularly blessed, either by God, the Spirits, or perhaps the Devil looks after his own. Either way, things are a little easier for you, -1 difficulty to all rolls.
Good With Money - 3 Point Merit
You're better at keeping a nice tight hold on your money. You don't spend frivolously or needlessly, even when it becomes tempting with money right there waiting to be spent. This doesn't remove the need completely to un-liquidate your funds, but it does lessen it.
Heat Adapted - 1 Point Merit
Your fur, or long exposure to the south, has made you at ease in the heat. Treat the temperature as 30 degrees (Fahrenheit) lower for sake of comfort, for good or bad (and it could be pretty bad in colder places).
Hermaphrodite - 15 Point Merit
You are a fully functional dual gendered individual. You are blessed with complete fertility. The church acknowledges your gift, but advises you take caution against gluttony of sex, for it is most callous indeed to abuse a gift, especially when god is the giver.
Immigrant - 3 Point Merit
You come from a land or race that does not speak the Valente language inherently. Congrats on learning how to understand the Valente tongue, with which you will start the game with a Linguistics/Valente skill of 25, on top of your own inherent native language.
Imperial Native - 4 Point Merit
You were born in the Holy Highwind Empire, and were raised in the epitome of class struggle and stratification that the country functions under. You gain your choice of either 5 points to start of Command-Rabble or Thumb-Nose. The Empire being the land of the classical swordsman, nearly everyone picks up some sort of basic melee training in the course of their childhood, +5 Melee skill to start. Finally, the industrious Empire enjoys considerable expertise and flexibility in manufacturing and synthesization; enjoy 2 points of the Craft Skill special.
Inheritance - 3 Point Merit
Every time this Merit is purchased, the charcter may start with 1d5 X 10 more gil than usual, or, 1d5 more resources. This merit may be purchased 5 times at most.
Inherited ARM - 12 Point Merit
With the discovery of ARMs, you searched through your old family heirlooms and came across one! You rushed to the church to have it entered onto file. Due to your faithfulness, the church primed you and showed you how to use your relic, though they also know you have it and so do local law enforcement agents. The rating of this ARM is 1d3+1. It is possible for you to get an ARM that doesn't sync or work for you, this is a risk you accept. At least you're primed and you can trade the ARM you have, right?
Kharmic Tie - 2 Point Merit
You are connected in some way to another person. This could be a powerful telepathic link, you could be twins, or you might even share the same soul or some powerful destiny. Regardless of the reason, you can send your thoughts to one person of your choice. You also know when they are in danger and their general state of health. They can't send their thoughts back, however, unless they also purchase this merit. This merit must be re-purchased for each person you have a karmic tie to. (contact staff for how to set this up.)
Known Atwa - 3 Point Merit
You are an esper or half esper and are fully aware of your atwa. You should work with staff to determine what its specifics will be.
Lautan Native - 3 Point Merit
You were born in the undersea city of Lautan.. a realm of unique beauty and peoples who thrive with meager tools. The history of your people is often told to children so that no one forgets that though the sea is their home once the land above held that place. Start with Lore +5 and Lore/Ancient History 10 -OR- Survival +5 and Survival/Sea 10. Additionally gain 1 point in any of the two following Synth Skills: Fishery, Survival, Farming, Gardening, Bone Carving or Stone Carving
Longevity - 2 Point Merit
You live a long time, possibly centuries.
Made Man - 4 Point Merit
You're old (at least past 90% of your natural lifespan), and you've spent your entire life 'in the family', climbing the pyramid and making it in the underworld. You've come to the point in your life where you're a made man of your crime family. Due to your lifelong practice, you enjoy -2 difficulty to all things rogue related. But you also have Enemies. LOTS of enemies, who'd like nothing better than to whack you take your place. Watch your back.
Mage Guild Training - 7 Point Merit
You were raised in the guild. Your parents shipped you off at an early age and you've been a student there ever since. Wether or not you are a student right this instant, your background affords you some benefits. You gain five points in Raise-MP and Arcana and Etiquette as well as any one spell offered in the mage job. You also have the choice between a rod of an element(A rod that does 50 + +check 50 elemental damage of the element of your choice), or an elemental foci(+1 succ per five rolled for spells of the chosen element).
Materia Struck - 4 Point Merit
On Odin 29th, 1030 AH, close to midnight of its morning, you were struck by a shard of materia as it fell from the sky. You were badly injured but have since recovered. The materia remains in your body, harmless but perhaps disquieting.
Merchant - 7 Point Merit
You are of the merchant caste, trading, building, and dealing with the flow of money. You begin with a resources of 30 and the merchant caste. If combined with nobility, keep noble status and increase resources to 50.
Military Unit, Elite - 13 Point Merit
You have access to a personal mass combat unit. You have 100 points to spend on the unit using http://scross.homeip.net/example_units.htm for prices. This unit is generally usable only in mass combat.
Military Unit, Exotic - 12 Point Merit
You have access to a personal mass combat unit. You have 60 points to spend on the unit using http://scross.homeip.net/example_units.htm for prices. This unit is generally usable only in mass combat. You do NOT have to pay double for non-native units.
Military Unit, Small - 6 Point Merit
You have access to a personal mass combat unit. You have 20 points to spend on the unit using http://scross.homeip.net/example_units.htm for prices. This unit is generally usable only in mass combat.
Military Unit, Standard - 10 Point Merit
You have access to a personal mass combat unit. You have 40 points to spend on the unit using http://scross.homeip.net/example_units.htm for prices. This unit is generally usable only in mass combat.
Minor Elemental Aspect - 3 Point Merit
You have a small bit of magical blood in your veins. You are faintly aligned to some sort of 'domain', an aspect of life. Sun, Summer, Winter, Anger, Love, Plants. Choose your domain(and have a staffer +jnote it on you). When dealing with this domain, you feel very comfortable and at home. If it's an element, you gain its affinity(or closest to it) at 10 for no cost. If not elemental, you gain +5 to any roll involving your domain.(This cannot be taken with other fae aspects, or itself).
Modern-Day Legend - 4 Point Merit
You did something outstanding, so fantastic that people all over have heard of you. Perhaps you spearheaded a last and desperate, but successful attack in a war. Maybe you even saved your king or single-handedly defeated seven dragons. Who knows... Legends and stories around you have already grown, and as soon as people realise who you are you may meet instant celebrity treatment. But there's always the risk there will be someone who thinks they're better than you, and wants to prove it. Once your name is known, you can claim a +5 bonus to all mundane social rolls.
Modifier - 6 Point Merit
For non-monsters only: After your field test, you gained a modifier of some sort. Nuku has last word on what modifier may be taken. This cannot be taken if you gained a modifier from your field test or other source(It must be your first)
Native Language - 0 Point Merit
This merit reflects your birth language. Acceptable choices are: Imperial, Wutaiin, Valente, Western, Northern. Alternatively, if you are a species with their own language (Dragonese, Moogle, Chocobo, Dwarven, etc.), you may instead declare that as your birth language. You receive this Linguistic subskill at 25. You may only take this merit once.
Northern Native - 5 Point Merit
Even for your kind you're unusual. You've got the rare gift of magical resistance. Any time you are struck with magic, positive or naught, there is a 1 in 5(+dice 1d5, 1 is it) chance of it fizzling. GW must also make this check. You also begin with +1 in fur, leather, wood, charms or tattoo synth skill, OR +3 in hunting, or stalking OR +2 in fishing AND Herbalism.
Old Master - 3 Point Merit
You're old (at least past 90% of your natural lifespan), and you've spent your entire life doing nothing but martial arts. You've come to the point in your life where your body simply can't handle the strain of further training. Due to your dedication, you enjoy -1 difficulty to all to-hit and dodge/parry rolls. But also due to your dedication and focus, any skill roll that isn't being used for martial arts suffers a +1 difficulty.
Potent - 3 Point Merit
You're a bit of a stud in the bed, be you male or female. You can go on and on and on and on without worry.
Priest Training - 7 Point Merit
You were raised in a church. Maybe you were an orphan, maybe your parents were priests, or maybe you just want to be a priest. You begin with 5 points in Lore, Empathy, and Bless. Additionally your starting Linguistics and Linguistics/Writing are 5 points higher. You may choose between having a sacred symbol(One use per scene, all Undead in sight must score 2 successes on a Willpower check or suffer from the [Stop] status for one turn), a monetary gift from the church(Begin play with your maximum amount of gil), or you may take the Clergy caste.
Pure Blood, Common - 0 Point Merit
You are pure blooded. Pick any archetype from the bestiary board with a rarity of common or uncommon to have the merits and flaws of.
Pure Blood, Rare - 9 Point Merit
You are pure blooded. Pick any archetype from the bestiary board with a rarity of rare or higher to have the merits and flaws of.
Pure Blood, Unique - 15 Point Merit
You carry the blood of a race that is practically extinct. You might also be a subset of a species that is especially rare(Male viera or Mithra, Female galka, etc.) You may select any archetype of unique or nigh unique rarity or higher.
Quick Healer - 3 Point Merit
You heal faster than others without the assistance of magic or medicines, hale and hearty!
Quick-Growth - 4 Point Merit
For Non-Monsters only. After your field test, you grew quite rapidly. Each purchase of this merit is worth one more rating. It can be purchased up to three times.
Rebel - 6 Point Merit
Having this flaw lets you take 3 oddities instead of 2 on the ten points of theme.
Reborn - 10 Point Merit
You were an order of the phoenix in a past life and grew up with your skills and abilities intact. You didn't pay much attention in school and had much less need to apply yourself as a result. This is a mandatory merit for any reborn(full XP retirement) phoenix member.
Recurring Character - 7 Point Merit
You existed in a prior incarnation of Southern Cross, possibly Drominham or Heart of the Empire, and have returned for a visit to this incarnation. Not usable on dead characters.
Shadowed Soul - 8 Point Merit
On your last trip through the life stream, Gaia invested in you a faint touch of the Shadow. You are now, like a living body reacting to a previous infection, enabled to fight their invasion on their own terms. In system terms, you can take select up to three shadow specials without losing yourself to their cause. Beware, however, your friends may not understand your unique nature, and the shade will especially dislike you. (At first 100 JP, gain the first special at five, every 100 JP after that, gain a new component/special at five, and increase existing ones by five. Repeat until all are eventually twenty five)
Shinra Codes - 4 Point Merit
Due to some reason, you know some interesting codes used by the ancient entity, Shinra. There is a 60% + Intelligence chance of bypassing most locked doors in any given ancient site of theirs. Also begin with Ancient History research(Completed Research/Ancient History=1)
Single Spirit - 8 Point Merit
As a caller, you only have one spirit that you are truly comfortable with. You can define this spirit before play, in which case you must explain how you met the spirit and befriended it, or, you can take this merit and RP out the meeting of a spirit in game. The spirit could be an elemental of some kind(genie, pixie, gnome), or perhaps an ancestor spirit. Major spirits(Ifrit, shiva, bahamut, etc.) may not be bound in this fashion, only terrestial bound spirits may apply. This bound spirit follows you wherever you go. All magic that you learn is truly cast by the spirit. If you lose the spirit, you lose access to these spells(not that you REALLY had the spells, right?). In addition to casting spells, the spirit may ride you in combat, lending its combat prowess. If the spirit is not of the type that would be very good in combat, this is not useful. In the case of a warrior spirit or something of the like, you gain +1 success per caller level(minimum 1) to every action performed that matches that spirits expertise. Every action done that gains this benefit drains the user of a like amount of MP(Spirit gives +1 succ, you spend 1 MP, +4 succs, 4 MP). While this in effect, the user can speak with the spirits voice, and fight/move/act as the spirit would, if it had a physical body. A spirit may cast spells at this time, but it must be done using your action. A spirit may also ride in an object, armor, or weapon, enhancing it in the same fashion. Non-Rolled effects cost a flat 2 MP per round, judges discretion(A pixie in your boots to make you fly for example). When the user runs out of MP or is knocked out, the spirit is ejected from the object or caller. In their non-material state, they cannot do much other than talk or scout, no spell casting. Anyone with detect-spirits or spirit-speech can see a Single Spirit's main spirit and communicate with it. Possession of this merit incurs a -10 rating to any calling component the owner gains. Side note: Attacks or defenses done with the spirit are considered to be of the same element of the spirit. If the spirit has no element, it is considered a non-elemental magic attack/defense.
Soldier Training - 7 Point Merit
You've fought on or around the front lines, serving your mother land as a soldier in some capacity. You begin with 5 points in Athletics and your choice of Melee, Brawl, or Ranged, as well as 5 points in a subskill of the skill you choose. Additionally you have 5 points in Toughen, Raise-HP, or Defend. You may choose one weapon(Max WP 4, chosen from +weapon/info) or one torso armor(Max AC 20, chosen from +armor/info).
Spirit Channeler - 5 Point Merit
Surrendering the ability to summon a spirit to manifest itself in the physical realm, a summoner with this merit instead attunes their body to the spirit. Upon pacting they decide on how this power will manifest. Dragonscale Armour for Morkaleb, a sword made of Ice from Shiva, or even the ability to perform mighty jumps from Lagomorph. Manifesting this power costs its regular casting costs, and you may uphold two of them at the same time. Only, though, if the spirits they come from are aligned; like Atma and Alexander, but not Shiva and Fenris. The second manifestation, however, costs 2 MP per round you use it after you've cast it, paid before you get to choose to keep it or not. The particular effect is always the same and will be Jnoted on the summoner.
Spirit Touched - 7 Point Merit
You've been blessed by the spirits themselves. You may pick any three mage specials to have set to 5. This requires staff approval. The components chosen must adhere to any requirements(No Fire2 without Fire1) and they cannot be Summon Components.
Spiritual Ally - 4 Point Merit
You are naturally attuned to spirits, and they find you a good friend. Using +help rules/magic/Summon Ranks choose either two Weak Summons or one Average Summon. You have the chosen component(s) at rating 5. See a staffer for assistance.
Summonable - 4 Point Merit
For spirit/Half-Spirit characters only(who tend to have fae aspect or other such merits). This merit allows the character to be summoned. It also means they can forge pacts with summoners. A summoner can call such a being, with a pact, as far as away as they desire. While summoned by a summmoner, the spirit may not be slain, they also cannot remain there for more than a round however. Within a mile or so, the spirit can be called by anyone properly praying to the proper element or basis of the spirit, when called this way, the spirit appears fully, can stay as long as desired, but can also be slain. The spirit does not have to appear when summoned by a non pacted individual.
Superior - 5 Point Merit
One of your primary stats is five higher than normal(To your racial maximum, 25 in most cases unless noted otherwise).
Swift - 3 Point Merit
You are especially fast, increase Dexterity by 5(up to 30) for the purposes of running or movement rate.
Synth, Fast Recovery - 8 Point Merit
You recover faster than most from the mental drain of synthesizing, thus allowing you to make things more often.
Synth, Learn Through Pain - 2 Point Merit
Whenever you fail to synthesize something, you have a much higher chance of learning from your mistakes. Working on impossible items will not bear fruit, note, so you should still try to stick to things you still have a sizable chance of succeeding.
Synth, Major Skill Training - 8 Point Merit
You have a skill of 5 in the desired synthesizing skill, be it smithing, chemistry, precision, or some other thing. Have the staffer +rp (your name)=Craft/(Skill you want)=5.
Synth, Minor Skill Training - 4 Point Merit
You have a skill of 2 in the desired synthesizing skill, be it smithing, chemistry, precision, or some other thing. Have the staffer +rp (your name)=Craft/(Skill you want)=2.
Synth, Specialty - 3 Point Merit
You make one thing nicely. Gain 50 practice points with it. Have a staffer +rp (your name)=Craft Practice/(Name of the synthesizable item)=50.
Taur - 5 Point Merit
You have four, or more, legs. You can carry double the amount a two legged person can. In addition, attempts to trip you must succeed twice in order to work(get past your defenses twice, two rolls, still one action though), effectively giving you a second shot at avoiding being triped, knocked over, or any other event that would cause you to lose footing.
Tough - 5 Point Merit
You are amazingly resiliant to trauma.(Your HP maximum is raised). This merit may only be purchased once.
Trained Soldier - 3 Point Merit
You have been disciplined to act inside of an effecient and trained unit. You gain double benefits to all leadership rolls that you follow(You have to follow the leaders orders).
Two Headed - 4 Point Merit
You have two heads. While this may get you in trouble with accusations of monstrosity, you are very hard to surprise. Double succs on alertness checks versus surprises and ambushes.
Unique Weapon - 10 Point Merit
You have an affinity for a weapon that is not in the database. Such as (books, neck ties, brooms, etc.) It is Sams' (gear wiz) disgression to assign the stats for such weapons. You swing the weapon with -2 difficulty, and enjoy -10% resistance/soak(even below 0), but on the other hand you can't learn to use any other weapon than your unique type and kind. In short, you can request for a nifty item to whack people with, but you can't learn to use any other thing to fight with. Though since your weapon is unique. You'll have to do something special to find a smith that will craft such a strange item.
Unknown Native - 10 Point Merit
You hail from a land no one knows about. Well, a few people, but it's not one of the big continents everyone raves about. You hold a talent that hasn't been seen before. Negotation the special skill BEFORE taking this merit. Don't get sad if you're turned down. If approved, you begin play with the special skill half way to max(or maxed if it's binary) and with 5 points of cap in it.
Valente Native - 3 Point Merit
Hailing from a land famous for vibrant culture, intricate politics, and cut-throat commerce, you enjoy -1 difficulty to all performing and artistry related rolls, +5 to your starting Politics skill, and 5 points of Business-Sense.
Veteran - 4 Point Merit
You're old (at least past 80% of your natural lifespan), and you've spent your entire life fighting with your blade. You've come to the point in your life where old injuries have finally caught up to you, and while your sword moves better than ever, the body behind it aches. Due to your lifelong dedication, you enjoy -2 difficulties on to-hit rolls. But also due to old injuries, your body is weakened; have a wiz reduce your Stamina by 2.
Weapon of Choice - 8 Point Merit
You choose a category of weapon, and a subtype, matching the first and second subskills you need to wield the weapon. When using this type of weapon, you get a +1 success on checks and damage using this thing. Inversely, any other weapon used by you gets a -1 success on all checks and damage, due to your focus on your one weapon. You cannot stack this merit, only one weapon of choice allowed.
Weapon of Choice (Minor) - 4 Point Merit
You choose a category of weapons, fitting to the first subskill needed to use the weapon. When using this weapon, you get a +5 to checks. When using any other weapon, you receive a -5, because of your focussed study on your weapon. You cannot stack this merit, only one weapon of choice allowed.
Well Learned - 10 Point Merit
You stayed in school, listened to your teacher, and absorbed the lessons they had to teach. Gain 30 JP in any job you qualify for.
Western Native - 4 Point Merit
You were born amongst barbarians. Gaia doesn't hate you so much. Maybe you just got lucky, or your family saved a tree that Gaia particularly enjoyed. Either way, Monsters won't attack you if you don't attack or bother them first. A hungry monster, however, will still find you as tasty as any other.
Wutai Native - 3 Point Merit
You come from the advanced lands of Wutai. Though your homeland is aflame in civil war, you have still profitted from superior education and enjoy -1 difficulty to rolls involving technology. You also start with 1 point in any two of the following Synth skills: Metallurgy, Engineering, Mechanical, Magic, Chemistry. Increase starting Science score by 10, gain one subskill of choice to 15.
Flaws
Absent Minded - 3 Point Flaw
You tend to forget where you placed things, peoples names, and other 'small details'. Besides the obvious annoyances, thieves get +10 to their various stealing abilities against you.
Amputee, Arm - 8 Point Flaw
You've only got one functioning arm. Because of this, you can't use any two handed weapons, and you're at half successes to any action that would ordinarily require both hands.
Aphasic - 2 Point Flaw
Speechless. You grew up without speaking your Native Language or lost the ability to speak and read your Language coherently. With this flaw you are unable to speak/read/write normally without buying the proper Linguistics/sub-skill up to 10 for basic understanding or 25 for complete mastery. This flaw replaces the Native Language Merit.
Aquatically Challenged - 1 Point Flaw
You have no bouyancy, or maybe you're just afraid of water. In any event, you have no talent for swimming, and all attempts to do so are at +3 difficulty. You may NEVER assume the ability to tread water or remain afloat.
Archaic Attire - 3 Point Flaw
You dress in a fashion that clearly states your profession.(You dress like your specific character would in FF: Tactics or 5.)
Bad Guy - 5 Point Flaw
Yep, you're a bad guy. Twirl that mustache, get the rope ready, and prepare a few speeches about how terrible the world is and how you can fix it IF ONLY THEY WOULD DO IT YOUR WAY! Possession of this flaw requires staff approval and at least one previous character. It will only be awarded to those who prove to be good losers AND good winners. Possession of this flaw means no XP will be lost when this character is eventually retired to something else.
Bad Health - 6 Point Flaw
Any time you are struck for over 30% of your HP in one hit, you must succed a stamina roll with 1 succ per 10% over 30(1 at least) or lose the remainder of your HP, becoming critically wounded.
Bad Hygiene - 5 Point Flaw
Let's face it, you stink, your teeth are rotting out, and that thing growing on your leg, Eww!! For whatever reason you just don't take care of yourself in the Hygiene department. (-3 successes to anything Social)
Bad Kharma - 6 Point Flaw
The character is cursed, either by Gaia, the All-Father, the Spirits, or 'somebody Important' finds you a thorn in his side. Either way, things are a little harder for you, giving you a +1 difficulty to all actions.
Bad Sign - 10 Point Flaw
Rolling a 20 incurs no extra successes. 1s, however, act as normal.
Bad With Money - 3 Point Flaw
Everyone has trouble keeping money over their resources, you, on the other hand, find it amazingly so, you might as well just give up on trying to keep gil in your pockets, it just keeps falling out.
Begrudged Summoner - 7 Point Flaw
You are a summoner by the literal sense of the word. You have all the prerequisite training and have been into the Spirit Realm, but you have done so through a loophole of the rules. Perhaps you had died briefly as a child during birth, perhaps you have actually been in the Spirit Realm by accident. Whatever the reason, your decision to be a Summoner was not a calling, but more "Because you could, so-there." As such, the spirits only give you a grudging respect. They will come to your aid after pacting when you call them, but they will never stay longer than needed. In short, you can never duration-summon a spirit; they just don't like you.
Blind - 10 Point Flaw
Your ability to view things through physical sight has deminished. You can no longer tell who or what anything is just by looking at it. You lose -all- your successes to vision based Perception checks. Looks like you'll have to use your other senses.
Bound - 4 Point Flaw
You've entered a soul binding agreement with some force, entity, or possibly mortal organization. They own you, completely. This goes far beyond slavery, should you earn their disfavor, they can reduce any of your stats by any amount they deem needed to 'teach you a lesson', up to and including reducing your stamina to 0 (death), dexterity to 0 (paralysis), and other equally bad things.
Bound By Superstition - 10 Point Flaw
You are affected by the more minor of the Spirit Laws. Meaning 1) Salt thrown over ones shoulder gives you a -5 to rolls against them. 2) Any mortal knowing your full name and invoking it may request one wish of you which you must accomplish before you are freed from it, unless it goes directly against your domain alignment. However you need only fulfill their exact words, not the desire behind them. 3) You may not enter the homes of others without first being invited, by the owner or other residents. 4) The sound of church bells causes you 1 point of damage per round exposed to them, and you are afraid of religious symbols. Directly touching such symbols does one damage per round. 5) +25 to any attack levelled against you using a cold iron weapon, and you are allergic to cold iron. 6) A four leaf clover on your person, gives you +5 to any rolls. A four leaf clover on any other person gives you -10 to rolls against them. 7) You cannot see anyone wearing a jacket inside out. 8) You cannot enter a ring of salt, or enter through any doorways with a line of salt drawn in front of them. 9) You are under the direct rule of fae courts, and the charge of land wardens 10) Any tier 2 priest can make a willpower+folk-lore+folk-lore/faerie against your willpower+folk-lore+folk-lore/church, and if they succeed, they can make you leave the scene and the city.
Brain Damaged - 8 Point Flaw
Your brain is seriously damaged, either it was born dysfunctional, or it suffered injury. In either case, any skill roll requiring an Intelligence check functions only at 50%. (Examples: Lore / Folk-Lore / Science / Medicine.) Additionally, during the frantic pace of combat, the character suffering this Flaw must score 2 successes on an Intelligence check after declaring their action and target. If they fail this check, the target is decided at +random.
Chaotic Infatuation - 3 Point Flaw
No matter how much willpower and self control you possess, the opposite sex wields power over you. As long as the person has an Appearance of 10 or higher you will become helplessly infatuated with them. The infatuation withers away in the absence of the person, but you may be infatuated with an unlimited number of people at a time.
Clumsy - 3 Point Flaw
You're a klutz, -1 success on any physical activity involving fine motion, including combat.
Cold Blooded - 3 Point Flaw
You don't warm yourself. When the ambient temperature lowers under 40 degrees, you suffer [slow] status. If struck with an ice aligned attack, you must +resist/stamina vs the succs(or status resist) of the attack or fall asleep for as many rounds as the failure or until struck/shaken.
Compulsion - 2 Point Flaw
You have some kind of habit, maybe you count things whenever you see a collection, or you have to wash yourself, constantly. It should be a habit that could be annoying or hindering to you, or risk having this flaw removed and growth slashed.
Dark Fate - 6 Point Flaw
Work it out, but you're doomed. DOOMED! Your death will be a horrible one, and worse yet, you know it's coming, coming for you! When it arrives, you can't avoid it. Time to roll up a new character..
Day Blind - 5 Point Flaw
Like the blind flaw, you lose all successes to feats relying on sight(spotting someone hiding in the bushes over there), and half of them on feats that only depend on it(fighting someone with a sword). This only happens during the day however.
Deaf - 10 Point Flaw
Today just isn't your day. What was that? You can't hear me? That's because your Deaf. Deaf people must halve thier successes on alertness checks against ambush. Looks like you'll be living your life being surprised...alot. Due to your inability to hear, you also loose 4 successes to social rolls. (-4 succ to social rolls.)
Death Vision - 2 Point Flaw
Everything is rotting, decayed, and in ruin. You can't see the wonder of people, for their flesh hangs and their clothing stinks. The entire world is in a state of advanced decay in your eyes. How terrible.
Destructive Tendencies - 5 Point Flaw
You have a lot of bad thoughts. Maybe you just have a dirty and foul mind, or a spirit whispers in your ear. Whatever the case, during judged scenes, the judge may, once, offer something counter-productive for you to do. You must score 3 successes on a willpower check to avoid acting on the suggested action.
Disastrous Harmony - 15 Point Flaw
Your soul did not merge with the body properly, and emits a harmony of magic so far off that your body quakes and trembles like jello. Every IC month, you suffer more and more gaia's wrath until, one day, it will claim you. Every IC month, you receive one Gaia's Wrath.
Disgraced Lineage - 4 Point Flaw
Your family has a bad name for itself. +2 difficulty to attempts to raise in social status. Heat investigations against you are at -1 difficulty as most are not hesitant to rat you out, and you are usually the first suspect.
Emotional - 3 Point Flaw
Someone has ticked you off beyond the point of no return. Either it be they made a comment about your mother, or questioned your religious beliefs, or hit on your lover. This has drove you to the breaking point. You ignore your actual training, and run on pure emotions. (-2 succs. to all rolls)
Excommunicated - 10 Point Flaw
You have been outcast by the church. In this miserable status, you are a non-person. Most good folk will shun you completely, refusing to even acknowledge your presence. If you commit a crime, the punishment is immediate execution on the spot. Your base resources is 0. Your political future is bleak at best. Good luck!
Factioned - 4 Point Flaw
You belong to a pre-existing faction, giving you responsibilities that you have to tend to outside of your personal desires and goals. If you wish to take this Flaw, it is required that you contact and make arrangements with the leader of the faction you wish to join prior to BG Approval. Failure to do so could result in this Flaw being stripped from your character, along with the appropriate adjustment to your Growth Rate. You may only buy this Flaw once, and the Faction you join using it must be set as your Primary Faction.
Fate's Fool - 8 Point Flaw
Twos and Threes count as ones on your rolls, sapping your successes.
Foreigner - 2 Point Flaw
No one really likes a foreigner, especially one as wierd as you. You find court proceedings especially difficult as you are given less concern. Caste=10
Frail - 5 Point Flaw
You're simply frail and fragile. Have staff +rp yourname=Weakness=1. All attacks are +1 health level penetration against you.
Geograpically Challenged Major - 8 Point Flaw
You can't, as they say, find your way out of a wet paper bag. You are almost supernaturally lost. If someone is not guiding you by the hand you can, and will, get lost. For instance, if you were heading to a great castle on a hill, you would end up at a library several miles away. In situations when you have to use your natural sense of navigation you're at -5 successes. This is a strict Flaw, and if you are caught role-playing contrary to the Flaw it will be removed and your growth cut.
Geograpically Challenged Minor - 4 Point Flaw
You have a problem recalling navigational information. Landmarks blur, directions turn backwards in your mind, and you generally have problems getting places. In any situation where you are using your natural sense of navigation you are at -2 successes.
Goal Obsessed - 3 Point Flaw
You do what it takes the get the job done, even if it means trampling on innocent people to do it. As a rule, this tends to gain you a lot of enemies in a hurry on your path to whatever goal you have in mind at the moment, beware the ides...
Hemopheliac - 5 Point Flaw
Whenever you're struck, +dice 1d2, if 1, you begin to lose one hit point a round until you drink a healing potion or are subject to a curative effect. A medic(using medicine) can also assist you, but you have to stay still after tratement. You can bleed from multiple wounds at the same time.
Hideous - 3 Point Flaw
You have an especially unappealing appearance. half success on any roll to make a good first impression.
Hydrophile - 5 Point Flaw
You must remain wet at all times. Should your skin dry, you experience difficulty breathing, and become most uncomfortable. Strenous actions risk making you pass out(Stamina check for every actions, 2 succs to remain conscious). In addition, +-10 to all rolls while dry from pain and discomfort. Immersion for a minute will remoisten the skin(and gills if you have them) and null the penalty. It will generally take about ten minutes to completely dry out again, more or less depending on the weather and environment and what you're doing.
Hyperactive - 3 Point Flaw
Your character ate one two many bits of rock candy and is in a state of almost constant hyperactiveness. This state can be very trying on others, reducing social rolls by 3 succs with most people. Also, your character can only make 2 rolls in an extended bout at most.
Impotent - 3 Point Flaw
Males or females. You just can't have sex. As a male, you show no sexual response, as a female, you instantly cramp out, preventing penetration. Sex is impossible, no matter how much you may wish to enjoy it.
Impulsive - 6 Point Flaw
From one moment to the next not even you know what you'll do. Schedules mean nothing to you, and you often miss important events because you did something else and forgot you had plans. During the Initiative Phase of any round in a dramatic situation, you should +dice 1d2. On a 1, the Judge chooses your action for you. Otherwise you choose, but you can never target the same person/object two rounds in a row.
Inferior - 5 Point Flaw
One of your primary stats is five lower than normal for some reason.(get staff to adjust it).
Inhuman Structure - 8 Point Flaw
Due to some inability, be it mental or physical, you are completely and totally unable to employ tools of any kind. You can't use weapons, armor, guns, or just about anything more advanced then a doorknob, if you're lucky. This flaw cannot be circumvented with rigging or other technological tricks. If you plan on bypassing it, don't take the flaw.
Instinctual Reflex - 3 Point Flaw
When under stress or deep concentration and someone startles you, your first reaction would be one indemic to your species. If you're a skunk, you'd spray. If you're a flight-animal, you'd flee.. Human characters can take this flaw as well, pick an adrenaline fight-or-flight reaction. If at all possible and on your sheet, you'll use a Special or Skill corresponding with your reaction. A Willpower or Intelligence check with at least 2 successes may be allowed in some situations to Not react this way.
Job Oriented - 15 Point Flaw
You are extremely focused. You may only use the special abilities offered in your current job and one other. This one other may be any one other job you have gained at least level 4 in, and must be selected at the start of any scene/combat. It may be switched inbetween scenes/combat encounters. On the upside, you are good at what you do, and enjoy -1 difficulty to using any of these specials.
Limp - 3 Point Flaw
Your character has only partial control over their legs, your movement rate is halved and you suffer -2 succs from any physical act that requires legwork(fighting, dancing, running).
Low Pain Threshold - 4 Point Flaw
All injury penalties are increased by 50%. Pain of any kind of practically unbearable to you.
Magically Susceptible - 5 Point Flaw
You are especially weak to the affects of magic, for good or ill. Spells last twice as long, do or heal twice as much. You have -1 success to status resist rolls.
Material Dependant - 4 Point Flaw
You need some sort of item to use your special abilities or magic. If it is edible/consumable, it must be expended once per scene. Permanent items must be worn/wielded to employ your abilities. Edible items must be worth at least 10, Permanent items 100. You begin play with 1 average 0 slot of such item so long as the value is not over 200. Define the item within this jnote.
Mute-F - 4 Point Flaw
Ouch. Somewhere along the line, you have suddenly lost the ability to verbally communicate with others. At the most, you could make small grunts or groans, but that's all. Most of your communication is done either through sign language, or body language. You halve all your successes on any social rolls that would ~normally~ involve speaking.
Naive - 3 Point Flaw
You just don't understand the evils of the world, everyone's a nice guy underneath, right? You tend to walk straight into the maw of danger or scams without noticing. People trying to throw the wool over your eyes, naturally or supernaturally, gain +2 succs.
Night Blind - 5 Point Flaw
Like the blind flaw, you lose all successes to feats relying on sight(spotting someone hiding in the bushes over there), and half of them on feats that only depend on it(fighting someone with a sword). This only happens during the night however.
Non-Malleable - 5 Point Flaw
You may not dramatically alter your base type. A lobo could become a werewolf, a swordsman could become a magician. But you can't go from lobo to magician or bomb to chocobo. Nuku's Discretion.(Non-Monster Only)
Orthodox - 5 Point Flaw
You can only take one oddity instead of two from the ten points of theme.
Phobia Major - 4 Point Flaw
You have a fear of.. something.. It should be something you actually have a chance of running into, or this flaw will be removed. When you encounter this something, you must make a willpower check to avoid running away in a straight line. Two successes are needed to keep your cool enough to chose your escape route, three to instead remain where you are, not approaching, but not fleeing either. In either event, all rolls while in the presence of this thing(besides running/fleeing/panic attacks) are at half succs.
Phobia Minor - 2 Point Flaw
You have a fear of.. something.. It should be something you actually have a chance of running into, or this flaw will be removed. When you encounter this something, you must make a willpower check to approach or deal with it in any meaningful way. Two successes are needed to keep your cool enough to not look foolish, three to actually deal with it. In either event, all rolls while in the presence of this thing(besides running/fleeing/panic attacks) are at half succs.
Politician's Tongue - 5 Point Flaw
Everything you spout is a lie. This is not as simple as 'The sky is NOT above us', but rather elaborate fictions that are not easilly seen through.
Poor - 5 Point Flaw
Not applicable for Spirit, Blade, or Slave caste. You have half your normal starting resources due to some misfortune of some kind.
Poor Eyesight - 5 Point Flaw
Whether due to bad genes, an accident, or some other cause you have poor eyesight. Near sightedness, far sightedness, or even being color blind falls under this flaw, as does any other hindrance to your sight that doesn't cut off your vision entirely. All Perception checks involving this Flaw(If you choose far sighted, seeing up close) are at -3 successes.
Priest's Tongue - 6 Point Flaw
You always tell the truth and nothing but the truth. You may not lie by leaving things out, either.
Saintly - 6 Point Flaw
By some sort of twist in fate or mystical pact, you are forbidden from causing harm to others. If you ever purposefully harm another, you immediately lose all magical ability for an hour and half your current hit points. Doing so unwittingly or unwillingly causes only a loss of magic. If you repeat either one, you lose all of your hit points and become critically wounded.
Scape Goat - 6 Point Flaw
It's always your fault. The opposite of angelic, you're the first to be blaimed for all wrongs. Unless you can prove your innocence, you're assumed to be the guilty party.
Sexist - 2 Point Flaw
Your character is sexist, a highly unusual social behavior in the world of Gaia. In any scene, you suffer half successes to social rolls, and charisma-based rolls against members of the opposite sex when attempting to sway or charm them.
Sexual Fear - 3 Point Flaw
You don't like sex. You don't like anything about sex. If it were up to you, people would just appear from nowhere instead of being born. Sex is dirty, slimy, and disgusting, and you won't have any part of it.
Short Lifespan(I) - 5 Point Flaw
You have two IC years to live. For whatever reason, you will die, maybe you're just old, maybe it's a curse. Nothing can save you, -nothing-. You will die, be prepared.
Short Lifespan(II) - 10 Point Flaw
You have one IC year to live. For whatever reason, you will die, maybe you're just old, maybe it's a curse. Nothing can save you, -nothing-. You will die, be prepared.
Slave - 3 Point Flaw
You are owned. Religiously, it is considered that your soul is in a period of meditation and contemplation. Because of this, you cannot be left to make decisions or take care of yourself. Your 'owner' is, in actuality, your babysitter, seeing that you are safe and comfortable, while giving you easy menial tasks to keep yourself busy and happy. Ask a staff to +rp (your name)=caste=-1, and +rp (your name)=resources=1
Slave to Scent - 3 Point Flaw
You go by your sniffer, while this gives you +5 to rolls with your smell, you follow its guidance without hesitation, which can be a problem when someone starts giving off the wrong signals, or you encounter an especialy good or bad smell. In the presence of an offensive odor, you lose half your succs for all checks except getting away.
Slow to React - 3 Point Flaw
Your ATB speed is a bit lower than others as you are slow to react to changing situations in the stress of combat.
Specist - 2 Point Flaw
Your character is specist, a highly unusual social behavior in the world of Gaia. In any scene, you suffer half successes to social rolls, and charisma-based rolls against people who aren't your species when trying to sway or charm them.
Spirit Addled - 5 Point Flaw
You talk to spirits way too much. Applicable for summoners only. The Spirit-Speech special works in reverse. You already can apply full social stats to spirits, but you may not apply any to mortals. You require this special skill to apply them to mortals again and pull your head out of the clouds.
Spirit Anchored - 5 Point Flaw
For some reason, part of you is /physically/ anchored in the Spiritual Realm. This causes you to be aware of geography that regular people do never notice. Houses that were once there, trees or even parts of landscape. All movement is halved cause the summoner needs to walk around or scale such spiritual objects. +1 diff to any action requiring athletics or other fast or broad movements. Once in every scene the player can claim one beneficial effect from the spirit realms, like there being a spirit bridge over a chasm that they can traverse, but on the flip side any judge can claim a spiritual effect that is in the way, like a wall that bars a door. If making spirit travel checks in the spirit world, such an afflicted person does find it a bit easier, -1 difficulty.
Stereotype - 2 Point Flaw
There's something about you that just sets off a stereotypical vibe in everyone around you, and it's not a good stereotype. Good luck changing their minds! You suffer +1 difficulty to all social actions that don't conform to that stereotype.
Stubborn - 3 Point Flaw
You refuse to have your mind changed. Period. Whether you're right or wrong, it would take the verbal equivalent to a ten ton weight to make you change your mind. You practically never change your mind, regardless if the person doing the changing is a friend, foe, or the Pope herself. All attempts to sway your mind are at -5 successes.
Suicidal - 6 Point Flaw
You crave the sweet release of death. Any time danger presents itself, you're there to meet it head on, without any precaution or worry, who cares, you're going to die anyway!! You may not, however, use any sort of tactics in such battles, they lessen the chance of dying, and you want to die, so badly... If only you had the courage to do it yourself.
Traditionalist - 5 Point Flaw
You like it just the way it is. It worked for your father, it'll work for you. You take comforts in the old ways of social interaction, magic use, and other areas of life. While you enjoy a +5 to rolls when doing things 'the gold old way', you suffer -1 succ when deviating and trying something new. Pioneering new specials take double time.
Uncivilized - 3 Point Flaw
For monsters only, this flaw means you are not good at pretending to be a 'city dweller'. +2 difficulty to social rolls of any kind against anyone who is not also a monster.
Weak Spot - 4 Point Flaw
You have a weak spot somewhere. If someone succeeds in hitting you there, they can damage you without allowing you a chance to resist. You can still defend, but armour (Natural and Artificial) will not help you. Neither is Toughen or any other special skill that allow you to lessen your damage. A Weak Spot may be damaged by aiming for it specifically (If you know where it is) with a Called Shot, or it may be 'accidentally' hit when the attacker beats your defensive roll by more than 5 successes.
Weak to Wrath - 5 Point Flaw
Any time you gain gaia's wrath, you gain two instead of one.
Weak Willed - 4 Point Flaw
Any time you suffer from a compulsion or desire, you succumb to it without a fight. No willpower type check can be made against mentally affecting effects, and if you have compulsion flaws or other such flaws, you are likely to fall into them constantly.
Wrathed - 6 Point Flaw
You start the game with a GW. Should you have Weak to wrath, you start with two.