Submitter: Overload
Voting for Approval Begins:December 13th, 2007
Voting Ends On Or About: Midnight, December 21st, 2007
These are merits and flaws that Overload has submitted for the use of his character. In the interests of expediency we're going to skip the nomination process and go straight to the approval voting since not one, but two of his characters will be using one or more of these. They are already approved by the moderation staff.
Voting period is one week. Voting shall be done by private message to Director 2009 - votes not PMed to the Director 2009 account will not be counted. Please put "Merits and Flaws Approval Vote" or something similar in the private message header.
Discussion on the Merits and Flaws may be conducted in this thread. Also, if approved, whichever character Overload chooses to finalize will get XP for December, since the delays in posting these were on our part.
Mistaken Identity
1 or 2 point Flaw. Trinity Players Guide p. 136
"Hey, aren't you...?" You bear an uncanny resemblance to someone else who's a known celebrity--but the extra attention you get is distinctly uncomfortable and aggravating. Alternatively (for a high Influence character), you're famous but look so different from your publicity holos that no one recognizes you in person. If this is a two-point Flaw, you look like someone who's wanted for capital crimes and may be hassled by law enforcement agents until you manage to present valid identification.
Curiosity
2 point Flaw. Trinity Players Guide p. 133
Secrets were meant to be shared! While you may have an intellectual understanding of privacy and security regulations, your morals are a little...flexible. You must make a Willpower roll to avoid nosing around whenever you're presented with an obvious chance to learn a secret. The difficulty depends on how tantalizing the secret in question is and how signifigant it appears. Avoiding the impulse to peek at Christmas presents in your boyfriend's closet is stadard difficulty, while not reading those classified technical manuals on his desk would be +1. If they were plainly marked "Top Secret--Burn Before Reading," the difficulty might rise to +2 or even +3 if they pertained directly to an investigation on which you were currently working.
Daredevil
3 point Merit. Trinity Players Guide p. 131
You perform better under stress, and you're at your absolute best when your life is on the line. Whenever you attwmpt a particularly difficult and dangerous action, you may add three dice to your roll--and any botch result that only involves a single rolled "1" is considered a failure, not a botch. "Difficult and Dangerous" includes actions made at a minimum of +2 difficulty and have the potential to inflict immediate and grievous harm if failed. Note that an individual who relies too heavily upon his luck (e.g. abuses this Merit to the point of annoying fellow players or the Storyteller) may find it deserting him at inopportune moments.
Enchanting Voice
1 point Merit. Trinity Players Guide p. 135
Whether through resonant, imposing tones or via a dulcet croon that goes straight to the heart, your voice has a certain natural mesmerizing effect on listeners. You may add two dice to any attempt to charm, seduce, or impress that directly involves your speaking or singing voice. You must have Charisma 3 or Manipulation 3 or higher to purchase this Merit.