TEXT: 1
  Simon Wentworth (Order #28577493)
  
  2
  Written by Scott Corum and Victor Gipson
  Design & Layout: 
  Scott Corum
  Concept Design: 
  Scott Corum and Victor Gipson
  Cover Art: 
   
  Scott Corum
  Interior Art: 
   
  Scott Corum and Victor Gipson
  Data and IT 
   
  Steven Corum
  Editing  
   
  Scott Corum and Ellen Corum
  Patrons:	
  	
  Dana	Haywood,	Jim	Schofield,	Jeremy	Wildie
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  First Publication 2018, Dakkar Unlimited
  Victory System 
  Merits and Flaws Compendium
  Simon Wentworth (Order #28577493)
  
  3
  Credits
  2
  Contents
  3
  An Edge and a Failing
  4
  Merits
  5
  Flaws
  7
  Merit	Descriptions
  9
  Flaw Descriptions
  16
  New Skills
  28
  Physical	or	Mental?
  28
  Rolling Your Own
  30
  Final Thoughts
  30
  CONTENTS
  Simon Wentworth (Order #28577493)
  
  4
  An Edge and a Failing
  The Victory System was released in November of 2013. 
  A good number of supplements have been released 
  since the Core Book’s initial offering, and  every so of-
  ten,	those	books	have	included	new	Merits	and	Flaws.
  Whether something to make a particular type of mon-
  ster work out better, a fresh set of Special Abilities, or 
  even just a shorthand for the name of another Flaw 
  that would have taken up half the page, or trying to get 
  a	character	to	work	out	“just	right,”	these	Merits	and	
  Flaws have been spread out through a dozen books 
  spread	over	four	or	five	years.
  Here	 then	 is	 a	 compilation	 of	 all	 of	 the	 Merits	 and	
  Flaws in the Victory System.  This expanded list in-
  cludes	the	Merits	and	Flaws,	a	brief	description	of	their	
  effects, and later, a more detailed description featuring 
  all of the game effects and interactions.
  More,	 we	 also	 include	 a	 guide	 to	 what	 Merits	 and	
  Flaws will “move with the mind” should a Character’s 
  mind be transferred to a different body (as you do), 
  and	the	guidelines	for	creating	your	own	Merits	and	
  Flaws should you need a little something special of 
  your very own.
  Fans of the old “Hot Chicks: The Roleplaying Game” 
  will	 see	 most	 of	 their	 favorites	 reflected	 here...	 most	
  of	them.		There	are	a	few	Merits	and	Flaws	missing	
  from this “complete” collection, those being the more 
  adult-oriented	Merits	and	Flaws	from	our	supplement	
  of dark, mature horror, “Inner Darkness.”
  With the more “family friendly” approach of The Vic-
  tory	System,	these	Merits	and	Flaws	were	simply	not	
  appropriate	for	inclusion.		Most	of	them	should,	how-
  ever, translate from one system to the other without 
  much	fiddling	at	all.
  This is a living document, and as more supplements 
  are	created	and	more	Merits	and	Flaws	are	added	to	
  the system, they’ll be added to this document and this 
  product updated.  For the moment, this can safely be 
  considered	 a	 single	 source	 reference	 for	 Merits	 and	
  Flaws in the Victory System for games of all Eras.
  Starting	Characters	receive	five	(5)	Merits,	and	can	re-
  ceive	up	 to	five	(5)	 more	by	taking	one	(1)	Flaw	for	
  each	additional	Merit	above	the	initial	five	(5)	to	a	max-
  imum of ten (10).  Rolling the Chracter “Hard Core” 
  grants	an	addtional	Merit	for	a	potential	total	of	eleven	
  (11).		Now,	what	can	you	do	with	them?
  Simon Wentworth (Order #28577493)
  
  5
  Merits
  MERIT
  DESCRIPTION
  Ambidexterity
  Use both hands with no penalty; 1 additional action per turn with no penalty
  Animal (s)
  Character has access to Anima Abilities list
  Artificer
  Character can Enhance items with Special Abilities
  Athlete
  +1 to all Athletic skills
  Bad-Ass
  +1 to all Combat skills
  Bestial	Affinity
  +3 when dealing with Animals
  Comely
  +2 to Social rolls where appearance would be a factor
  Coping	Mechanism	(l)
  Recover naturally from Psychological Trauma; can be taken up to  3 times
  Crafty
  +1 to all Craft skills
  Cross Fertilization
  Allows cross-species breeding
  Deadly Aim
  Reduce all Called Shot penalties by 2
  Drink Like a Fish
  +4 on rolls to resist Alcohol’s effects
  Eat Like a Bird
  Live on 1 meal a day with no ill effects
  Empowering Hospitality
  Character is empowered by a particular type of hospitality.  Can have several types
  Era-Wise
  No penalty to deal with technologies from earlier Eras
  Extraordinary Statistic
  One statistic at 10 OR 2 statistics at 9 OR 3 statistics at 8
  Fast
  +3 to Initiative
  Fast on the Draw
  Draw weapons/items as a Free Action
  Favor of the Gods
  Character is favored by a god, gains insights and occasional divine intervention
  Fight One, Fight All
  Character is part of a group that will come to their aid if they are threatened
  Fit as a Fiddle
  +3 to resist Disease
  God of Reloading
  Reload weapons as a Free Action
  Haymaker
  Add 1 Shrug to Strength-Based Damage from hands
  Higher Tech
  Familiar with/able to use technology from one Era higher
  Highest Tech
  Familiar with/able to use technology from two Eras higher
  Homemaker
  +3 to Cleaning skill, character tends to keep an area clean without conscious thought
  I Am The Law
  Character is empowered by a law enforcement agency to enforce the law
  Iron Will
  +3 to Will statistics
  Jackrabbit (l)
  +3’ horizontal jumps, +1’ vertical jumps, can be taken up to 3 times
  Kick	Like	a	Mule
  Add 1 Shrug to Strength-Based Damage from feet
  Knowledgeable
  +1 to all Knowledge skills
  Manipulator
  Character that would normally have no manipulators has manipulators
  Martial	Artist	(s)
  Character	has	access	to	Martial	Arts	abilities
  Master	Cook
  +3 to Cooking skill
  Military	License
  Character can  add military weapons to (a) vehicle(s) they own
  Mind	of	Power	(s)
  Characer has access to Psionic Disciplines
  Moda	Mechanica	(s)
  Character	has	access	to	Mechanica
  Natural Engineer
  Character constructs, fabricates, and repairs four steps higher on times/tasks chart
  Night’s Eyes
  All vision penalties from Darkness reduced by 2
  Outsider (s)
  Chracter has access to Outside abilities
  Patronized
  Character has patron that supplies them with resources
  Simon Wentworth (Order #28577493)
  
  6
  Polyglot (l)
  Character can speak more than one language.  Can be taken up to 3 times
  Preternatural (s)
  Character has access to Powers
  Pro Jumper
  No Risk cost to PUSH a Jump
  Pro Lifter
  No Risk cost to PUSH a Lift
  Pro Runner
  No Risk cost to PUSH a Sprint
  Pro Thrower
  No Risk cost to PUSH a Throw
  Quantum Singer (s)
  Character can perform Quantum Song
  Quick
  +3 to Speed
  Really Skilled (m)
  Character has 10 additional Skill Points.  Can be taken multiple times
  Rich (m)
  Character’s budget increased by $10,000.00, has 
  Riskful (m)
  Character’s maximum Risk pool increased by 10
  Second Sight
  Character can see spirits and the uncanny
  Spell Slinger (s)
  Character	has	access	to	Magic	Spells
  Spotlight
  Character has public persona that can draw media attention
  Spy
  +1 to all Espionage skills
  Steel-Trap	Mind
  Character does not forget things.  Ever.
  Striking Presence
  +2 to all Social Interactions based on presence alone
  Supple Lover
  +3 to the Seduction skill to initiate/perform inimacy
  Tough as Hell (m)
  +1 Shrug. Can be taken multiple times
  Transporter
  +1 to all Transport skills
  Unfathomable
  Regardless of unusual nature, Character seems to be totally normal
  Vehicle Owner (l)
  Character owns a vehicle; the more times taken, the larger the vehicle
  Well-Funded (m)
  +$15,000.00 to budget.  Can be taken multiple times
  Merits (Continued)
  MERIT
  DESCRIPTION
  Notes:
  (l)	Leveled:	This	Merit/Flaw	can	be	taken	up	to	three	or	five	times
  (m)	Multiple:	This	Merit/Flaw	can	be	taken	any	number	of	times
  (s)	Special:	This	is	a	Special	Merit
  (v) Varied: This Flaw can be taken multiple times - each time referring to a different variable
  Simon Wentworth (Order #28577493)
  
  7
  Flaws
  FLAW
  DESCRIPTION
  Accidental Package
  Character takes on a Package under some accidental circumstances
  Addiction (m)
  Character is addicted to a substance.  Can be taken multiple times
  Aerial
  Character	is	better	suited	for	flying.		Ground	speed	is	1/2	Agility	in	feet	per	turn
  Aquatic
  Character is suited for undewater living.  Breathes water, moves slowly on land
  Asthmatic
  Character spends 20 Risk on a Burst of Speed or Strength, 30 on critical failure
  Aversion
  Will -2 to approach or be in presence of substance/effect
  Bad Cook
  -3 to the Cooking skill
  Bad Driver
  -3 to all Transport skills
  Bestial
  Character is animal-like, can’t use language or manipulate items
  Blood Feud (l)
  Character is at war with some individual or group. Can be taken up to 3 times
  Can’t Jump
  -3’	to	jumping	distance,	-1’	to	jumping	height.		May	be	taken	up	to	3	times.
  Can’t Stay Dressed
  Clothing tends to fall off the Character
  Carnivore
  Can eat only meat; -3 for 48 hours from eating anything else
  Cerebrovore
  Can eat only neural tissue; -3 to all actions for 48 hours from eating anything else
  Cheap Drunk
  -2 to resist effects of Alcohol
  Clingy Fanbase
  Can’t avoid unwanted attention from “fans”
  Cold-Blooded
  No ability to regulate body heat.  -3 to Initiative when cool, cold causes damage
  Delicate Feet
  -2 to kick attacks, -2 to Speed
  Delicate Hands
  -2 to Hand to Hand attacks, will injure themselves lifting their full Dead Lift
  Delicious
  Character tastes extremely good, may draw predators
  Dishonored (v)
  -2 to Social rolls among those aware of Character’s dishonor
  Doubtful Presence
  -2 to Social rolls due to being “creepy” in some fashion
  Dyslexic
  Will roll to correctly navigate under stress
  Fashion Victim
  -2 to Styling when attempting to apepar fashionable
  Forgetful
  Player may not take notes nor be reminded of forgotten facts during play
  Frigid
  -3 to Seduction rolls to perform intimate acts
  Hemovore (l)
  Can eat only blood; -3 for 48 hours from eating anything else
  Herbivore
  Can eat only plant matter; -3 for 48 hours from eating anything else
  Horrific
  Appearance can cause Psychological Trauma; all social interactions -4
  Horrific	Slob
  -3 to Cleaning skill, area around Character becomes messy
  Hybrid Fate
  Character will eventually become an Outsider
  Imperfect Repose
  A “something” is required for the Character to get proper sleep
  Infertile
  Character is incapable of biological reproduction
  Insectivore
  Can eat only insects; -3 for 48 hours from eating anything else
  Liquivore
  Can	ingest	only	liquified	proteins;	-3	for	48	hours	from	eating	anything	else
  Item-Bound
  Character is a disembodied intellect bound to a physical object
  Lower Tech
  Character is one Era level lower in technology
  Lowest Tech
  Character s two Era levels lower in technology
  Malleable
  -2 to Will
  Mental	Malfunction	(v)
  One	of	many	possible	psychological	difficulties.		Can	be	taken	more	than	once
  Metavore	(v)
  Can gains sustenance only from the use of a Special Ability
  Nerfed Statistic
  Character has a statistic that is 4 or lower
  Simon Wentworth (Order #28577493)
  
  8
  Nervous Stomach
  Lose 1 Shrug to violent vomiting when taking Psycholgoical Damage
  OCD (v)
  Will -2 to resist a constant compulson.  Can be taken multiple times.
  Of the Outside
  Character is an enemy of the Universe as a whole; a being of the Outside
  Othervore (v)
  Can ingest only something weird; -3 for 48 hours from eating anything else
  Owned
  Character belongs to another individual or organization, has no legal I.D.
  Personal Dedication (v)
  Must	help	a	particular	individual/organization	or	be	at	-2	to	anything	else
  Phobic
  Character has a Phobia.  -2 to do anythind dealing with their particular fear
  Photovore
  Character gains nutrition only from light and carbon dioxide
  Physical Impairment (v)
  Character	has	one	of	many	possible	physical	difficulties
  Poor (l)
  -$10,000.00 to Budget, struggles with expenses.  Can be taken more than once
  Prude
  -2 to deal with sexual situations
  Psycho
  No subtlety nor restraint.  Will roll to use anything other than max possible force 
  Puppet Strings
   Somone has some form of control over the character
  Range Challenged
  All range penalties doubled
  Reality Flaw
  Quantum Song has brought this Character out of sync with reality
  Reduced Lift I
  Dead Lift is 1/4 of normal
  Reduced Lift II
  Dead Lift is roughly 1.00 lb
  Reduced Lift III
  Dead Lift is under 1.00 lb... practically negligible
  Reduced	Move	I
  Running Speed is 1/4 of normal
  Reduced	Move	II
  Running Speed is 1/10 of normal
  Reduced	Move	III
  Running Speed is 1’ per turn (or less)
  Riskless (m)
  -10	Maximum	Risk	Pool.		Can	be	taken	mulitple	times
  Self-Imposed Limit (v)
  One of many codes of behavior, -2 to willingly violate.  Can be taken multiple times
  Semi-Aquatic
  Breathe air normally, Land speed is Strength in feet.  Breath Holding x2
  Sidereal
  From another plane of existence; can be banished
  Small I
  Charcter is half to a quarter normal size.  Dead Lift is 1/4 of normal, -1 Shrug
  Small II
  Charcter is an eigth to a tenth normal size.  Dead Lift is 1.00 lb, -2 Shrugs
  Small III
  Character is less than a twentieth normal size.  Dead lift negligible, -3 Shrugs
  Socially Unacceptable (v) -2 to Social Rolls if Secret Quality is discovered.  Can be taken multiple times
  Solarbane (v)
  Character treats Sunlight as harder radiation.  Can be taken in 4 levels
  Squeamish
  -2 in the presence of “disgusting” or “icky” things
  Stands Out
  -2 to blend in to social situations due to odd or unusual features
  Strongly Scented
  -2 to Stealth due to strong (not necessarily unpleasant) smell
  Swims like a Brick
  -3	to	Swimming,	can	not	float
  Ugly
  -2 to Social interactions due to appearance
  Unhealing
  Can	not	heal	normally	or	with	Medicine	rolls.		Healing	abilities	cost	2x	Risk
  Unskilled (l)
  -10 Skill Points
  Very Fertile
  Character reproduces biologically even from “casual” encounters
  Vulnerability
  One of many affects/substances bypasses all defensive Special Abilities
  Wanted (v)
  Character is being hunted by individual or group.  Can be taken multiple times
  Weak as Hell (l)
  -1 Shrug.  Can be taken multiple times.  Can NOT take Character below 0 Shrugs
  Flaws (Continued)
  FLAW
  DESCRIPTION
  Simon Wentworth (Order #28577493)
  
  9
  A
  Ambidexterity:  The Character can use both the right 
  and the left hand equally well, and wield two weap-
  ons at the same time with no penalty.  The Character 
  can take one additional attack a round at no multiple 
  action penalty.
  Animal:	 	 The	 character	 with	 this	Merit	has	qualities	
  usually found in the Animal kingdom.  Often, this 
  means that they are, themselves, an animal; this is not 
  necessarily the case.  If the character also has the Bestial 
  Flaw (below), then they are, indeed, an animal.  Oth-
  erwise, they merely have qualities or abilities usually 
  found in animals; these may not be apparent by visual 
  inspection alone.  The character may purchase Animal 
  Abilities, and may have ranks in the Base Instinct skill.  
  (From Beasts of Victory).
  Artificer:	 	 (Prerequisite	 -	 character	 MUST	 have	 at	
  least	one	Special	Merit;	Martial	Artist,	Mind	of	Power,	
  Moda	Mechanica,	Preternatural,	or	Spell	Slinger)		The	
  character	with	this	Merit	is	capable	of	performing	En-
  hancements on items of equipment. (From The Victory 
  System Equipment Guide).
  Athlete:		Characters	with	this	Merit	have	a	natural	ap-
  titude	for	Athletic	activities	of	all	sorts.		With	this	Mer-
  it, the Character adds a bonus of one (+1) to all skills in 
  the Athletics category.  This CAN raise the ranks in an 
  Athletics skill above the limit of six (6) ranks.
  B
  Bad-Ass:		The	Character	is	proficient	in	the	arts	of	kill-
  ing people and breaking things.  They receive a plus 
  one (+1) to all skills in the Combat category.  This CAN 
  raise ranks in a Combat skill above the limit of six (6) 
  ranks.
  Bestial Affinity:  The Character has an inherent rap-
  port with animals, and gain a plus three (+3) on any 
  roll for dealing with animals, whether they are riding 
  them, attempting to communicate with them, or track-
  ing them.  It does NOT apply as a bonus in combat 
  against animals.
  C
  Comely:  (Prerequisite – Character may not have the 
  Ugly Flaw)  The Character is particularly attractive, 
  drawing attention and turning heads. This conveys a 
  bonus of plus two (+2) to rolls in which their appear-
  ance can reasonably make a difference, such a Seduc-
  tion rolls to attract attention, Communication rolls to 
  sway a crowd, or Streetwise rolls to get into exclusive 
  parties.  Comely people can get into places that people 
  of average or bad appearance simply can’t.
  Coping Mechanism: (Prerequisite – Character cannot 
  have	the	“Malleable”	Flaw)	(This	Merit	can	be	taken	
  up to three times).  Normally, it requires a week of 
  time under the care of a psychologist or psychiatrist 
  in order to recover a point of Will lost to psychological 
  trauma.		The	Character	with	this	Merit	recovers	lost	
  Will points on their own, without the need for a mental 
  health professional (and their weekly Intelligence plus 
  Psychology	or	Medicine	roll).		The	speed	with	which	
  the Character recovers lost points of Will depends on 
  how	many	times	this	Merit	is	purchased.
  Number of “Coping 
  Mechanism”	Merits
  Recovers one lost 
  Will point in…
  1
  One Week
  2
  One Day
  3
  One Hour
  Crafty:  The Character has an aptitude for artistic ex-
  pression and crafting of all kinds.  They receive a plus 
  one (+1) to skills in the Craft category.  This CAN raise 
  ranks in a Craft skill over the limit of six (6) ranks
  Cross Fertilization:		(MUST	have	the	Outsider	Merit)	
  The Character with this ability can breed with any life 
  form of the same family (Animals with Animals, Plants 
  with Plants) and achieve successful fertilization of a 
  hybrid.  The character with this ability can pass along 
  such traits to their offspring as sentience, body shape, 
  Merits,	Flaws,	and	Special	Abilities.		The	offspring	of	
  such a union will either be born with either the Of the 
  Outside or Hybrid Fate Flaw, as traits passed along 
  with this ability may be dormant until the offspring 
  reaches maturity. (From Eldritch Victory).
  Merit Descriptions
  Simon Wentworth (Order #28577493)
  
  10
  D
  Deadly Aim:		The	Character	with	this	Merit	has	a	knack	
  for hitting a target where they want to hit it.  Deadly 
  Aim reduces all penalties for Called Shots by two (2) 
  (i.e. - normally, a called shot to the Head is a penalty of 
  minus	three	[-3].		With	this	Merit,	the	penalty	becomes	
  a mere minus one [-1]).
  Drink Like A Fish: (Prerequisite – Character may not 
  have the “Cheap Drunk” Flaw)  The Character can 
  drink more alcohol without ill effects than the average 
  person.  When rolling Stamina plus Toughness to de-
  termine whether the Character is drunk, the Character 
  with	this	Merit	receives	a	plus	four	(+4)	Bonus.
  E
  Eat Like A Bird: The Character does not need to eat 
  nearly	as	much	food	to	be	satisfied	and	nourished	as	
  the average person.  A Character with the Eats Like a 
  Bird	Merit	need	eat	only	one	(1)	full	meal	a	day,	or	two	
  (2) or three (3) small snacks, in order to remain healthy.
  Empowering Hospitality:  The Character with this 
  Merit	gains	certain	immunities	when	they	are	under	
  another’s hospitality; if they have been invited into 
  a place, the person who invited them in has limited 
  power over them.  This immunity can vary greatly 
  from Character to Character, and should be worked 
  out	with	the	Game	Master.		Examples	include	Diplo-
  matic Immunity, in which a Character could not be ar-
  rested nor imprisoned by those who invite them in, or 
  Vampiric Immunity, wherein a Vampire invited into 
  a place would not suffer their usual Vulnerabilities 
  while in that place under said invitation.
  Era-Wise:  The Character has a fundamental and his-
  torical understanding of how things work, and there-
  fore does not suffer the minus three (-3) Penalty for 
  working with Equipment from an Era earlier than their 
  own:		Near-Modern	Era	Characters	with	this	Merit	do	
  not suffer the penalty for using Fantasy Era equip-
  ment,	and	Space	Era	Characters	with	this	Merit	do	not	
  suffer	the	penalty	for	using	Near-Modern	or	Fantasy	
  Era Equipment.
  Extraordinary Statistic:		This	Merit	is	best	purchased	
  after all Primary Statistics have been determined and 
  assigned; it can be taken after Character Creation as 
  part of Improvement, but it can only ever be taken 
  once.		The	Character	with	this	Merit	may	automatically	
  make any one Primary Statistic a ten (10).  Alternate-
  ly, they may make two Primary Statistics nines (9) or 
  three Primary Statistics eights (8). (From the Powers 
  Compendium).
  F
  Fast:  The Character reacts to situations faster than the 
  average	person.		Characters	with	this	Merit	add	thee	
  (+3) to their Initiative.
  Fast on the Draw:	Characters	with	this	Merit	need	not	
  spend an action to draw a weapon, but rather, draw 
  their weapons as a Free Action.  In situations where 
  the Character is entering combat but has not yet drawn 
  their	weapon,	this	gives	a	plus	five	(+5)	to	Initiative.
  Favor of the Gods:		The	Character	with	this	Merit	has	
  the attention and favor of one or more of the gods of 
  the modern pantheon.  They may receive regular vis-
  itations from the god(s) through dreams, and may ac-
  tively seek visions in meditation by making a roll on 
  their Will stat plus any Special Skills they may have.  
  These visions and/or visitations will usually result in 
  key information about dire situations in the current 
  campaign or danger that the character is about to get 
  in	to.		At	the	GM’s	option	(often	based	on	rolling	low	
  on a 1d20), the god  may assist the character further 
  with extra Risk, the assistance of other of the gods 
  followers, or some form of assistance OTHER THAN 
  DIRECT DIVINE INTERVENTION.  Such interven-
  tion may occur, but only at the most dire moment, and 
  only if the character has in every other way failed to 
  survive circumstances they were placed into.  This is 
  a	last	opportunity	for	a	GM	to	give	the	character	a	last	
  minute reprieve from oblivion... nothing short of that 
  will draw this level of intervention. (From Disciples of 
  the Blade).
  Fight One, Fight All:		The	Character	with	this	Merit	is	
  a member of a tightly-knit social or family group.  Any-
  one	who	elects	to	pick	a	fight	with	this	character	will	
  have to deal not only with the character, but with all of 
  the character’s group.  This does not give the character 
  free	reign	to	get	the	group	involved	in	their	every	fight;	
  it applies when someone targets the Character with 
  this	Merit,	NOT	when	the	Character	with	this	Merit	
  targets	someone	else.	At	the	GM’s	option,	the	Charac-
  ter	with	this	Merit	can	make	rolls	on	their	Intelligence	
  plus Communication to request assistance from their 
  group, such as a little extra cash, spare equipment, 
  Simon Wentworth (Order #28577493)
  
  11
  shelter (hospitality) or transport.  A Character that is, 
  in	the	GM’s	opinion,	abusing	this	privilege	may	get	cut	
  off from such assistance.  Caveat Emptor. (New in this 
  book).
  Fit as a Fiddle:  The Character is extremely resistant to 
  disease.  When rolling to resist being affected by a Dis-
  ease, the Character enjoys a bonus of plus three (+3).
  G
  God of Reloading:		The	Character	is	so	proficient	at	
  reloading a ranged weapon that it takes them no time 
  at all to reload an arrow or crossbow bolt, or even a 
  magazine	for	a	clip	fed	firearm.		Characters	with	this	
  Merit	must	still	keep	track	of	the	total	number	of	shots	
  fired	from	their	inventory,	but	they	never	have	to	wor-
  ry about taking a turn to reload.  (If the Character is 
  using a Revolver, they can continue to reload without 
  taking a turn to do so if they have a supply of Speed 
  Loaders for their revolver).
  H
  Haymaker:  (Prerequisite – Character may not have 
  the “Delicate Hands” Flaw)  For whatever reason, 
  Characters	with	this	Merit	can	punch	harder,	for	more	
  damage, than the average Character.  Characters with 
  this	Merit	do	one	(1)	additional	Shrug	of	damage	when	
  successfully landing a Hand to Hand attack declared 
  as a Punch or other hand strike (i.e. - does not affect the 
  performance of kicks or foot strikes).
  Higher Tech:  The Character has access to, and under-
  standing of, equipment of a higher level of technology 
  than the average Character.  In the Fantasy Era or a 
  Custom Era where the default level of technology is 
  Low Technology, this gives the Character access to the 
  Modern	Tech	equipment	list	and	use	of	the	Modern-Era	
  skill	list,		In	the	Near-Modern	Era,	or	a	Custom	Era	
  where	the	default	level	of	technology	is	Modern	Tech,	
  this gives the Character access to the High Tech equip-
  ment list and use of the Space Era skill list..  If this is 
  used in a Fantasy (or low tech) campaign, the Charac-
  ter	is	treated	as	if	they	were	created	in	a	Near-Modern	
  Era	Campaign.		If	used	in	a	Near-Modern	Era	Cam-
  paign, the Character is treated as if they were created 
  in	a	Space	Era	Campaign.		This	Merit	is	not	available	in	
  the Space Era, or a Custom Era where the default level 
  of technology is High Tech.
  Highest Tech:  (Prerequisite – Character must have 
  the	 Higher	 Tech	 Merit)	 The	 Character	 has	 access	 to,	
  and understanding of, equipment of a higher level of 
  technology than the average Character.  Available only 
  in the Fantasy Era or a Custom Era where the level of 
  technology is Low Technology, this gives the Charac-
  ter access to the High Tech equipment list and use of 
  the Space Era skill list.  They are treated as if they were 
  created in a campaign in the Space Era.
  Homemaker: (Prerequisite – Character may not have 
  the	“Horrific	Slob”	Flaw)		The	Character	has	an	uncan-
  ny	knack	for	cleaning	things	up.		The	Merit	confers	a	
  plus three (+3) bonus to the Cleaning skill.  Any room 
  that the Character occupies for an hour or more will 
  suddenly seem to have been professionally cleaned, 
  and it will seem impossible to render the space untidy.
  I
  I Am The Law:		The	character	with	this	Merit	is	an	op-
  erative of some Law Enforcement agency.  They have 
  the power to investigate crimes, detain and arrest sus-
  pects, and use appropriate levels of force in the per-
  formance of their duties.  Exactly what their jurisdic-
  tion is (and what constitutes an “appropriate” level of 
  force) depends on the character’s background... some-
  one working for a local police department will not be 
  able to arrest people in a different city, while the agent 
  of an international police organization will be able to 
  operate	almost	anywhere.		Characters	with	this	Merit	
  may	be	called	upon	by	the	GM	to	perform	necessary	
  duties; this may (and should!) interfere with adventur-
  ing. (New in this book).
  Iron Will:		Characters	with	this	Merit	have	more	sheer	
  Willpower than the average Character.  Characters 
  with	this	Merit	add	a	bonus	of	plus	three	(+3)	to	their	
  Will.
  J
  Jackrabbit:  (Prerequisite – Character may not have 
  the “Delicate Feet,” or any Physical Impairment Flaws 
  affecting the Character’s legs or ability to move) (This 
  Merit	may	be	taken	up	to	three	(3)	times)		The	Char-
  acter is exceptionally good at Jumping.  For each time 
  that	the	Character	has	this	Merit,	the	Character	adds	
  three (3) feet to their horizontal jumping distance and 
  one (1) foot to their vertical jumping height.
  K
  Kick Like A Mule:  (Prerequisite – Character may not 
  have the “Delicate Feet” Flaw)  For whatever reason, 
  this Character can kick harder, for more damage, than 
  the	average	Character.		Characters	with	this	Merit	do	
  one (1) additional Shrug of damage when successful-
  ly landing a Hand to Hand attack declared as a Kick 
  or foot strike (i.e. - does not affect the performance of 
  punches or hand strikes).
  Simon Wentworth (Order #28577493)
  
  12
  Knowledgeable:  The Character has an aptitude for 
  book	learning	and	a	knack	for	scientific	thought.		They	
  receive a plus one (+1) to all skills in the Knowledge 
  category. This CAN raise ranks in a Knowledge skill 
  over the limit of six (6) ranks.
  M
  Manipulator:		(MUST	have	the	Bestial	Flaw)		The	Bes-
  tial	character	with	this	Merit	either	has	opposable	dig-
  its, or they can use other portions of their body with 
  the same level of facility.  They can even use tools, and  
  may even have a nearly-sentient capacity for prob-
  lem-solving. (From Beasts of Victory).
  Martial Artist:  Character may purchase items off of 
  the	“Martial	Arts”	List,	and	has	access	to	the	“Martial	
  Arts” skill.
  Master Cook: (Prerequisite – Character may not have 
  the “Bad Cook” Flaw)  The Character has a knack for 
  preparing	 food.	 	 This	 Merit	 confers	 a	 bonus	 of	 plus	
  three (+3) to the Cooking skill.  Even if there does not 
  appear to be adequate equipment, the Character can 
  generate a full meal of nourishing and tasty food
  Military License:	 	 (MUST	 have	 some	 level	 of	 Ship-
  owner)	 	 The	 Character	 with	 this	 Merit	 has	 acquired	
  not only a spaceship, but a fully armed and operation-
  al one.  The ship they own may have it’s Hardpoints 
  completely	filled	with	weapons.		This	functions	as	a	
  Letter	of	Mark,	effectively	making	the	Character	a	Pri-
  vateer... they are not only legally permitted to own the 
  weapons, but to use them as well.  Should the weapons 
  be pointed at ships belonging to the government that 
  granted	the	Military	License,	the	License	may	become	
  revoked, and the Privateer becomes Pirate.
  This is not to say that reloading weapons that re-
  quire reloading (such as missile or torpedo launch-
  ers) isn’t going to be an issue.  The weapons can 
  assume to come fully loaded with the new ship, but 
  reloading them is the owner’s responsibility.
  As	with	the	Shipowner	Merit,	having	the	Rich	Mer-
  it enough times will cover the costs of weapon re-
  loads.
  # of Rich Merits
  Weight Class Covered
  1
  Personal
  2
  Medium
  3
  Small Craft
  4
  Large Craft
  5
  Massive
  This	is	a	fast	and	easy	way	to	handle	the	difficul-
  ties of ammunition cost, and will allow the PCs to 
  avoid having to cough up too much cash after a big 
  space	 battle.	 	 The	 GM	 can,	 at	 need,	 disallow	 the	
  “free	ammo	for	the	Rich	Merit”	rule.		Missiles	and/
  or Torpedoes can be REALLY expensive.  (From 
  The Victory System Guide to Spaceships).
  Mind of Power:  (Prerequisite – Character may not 
  have	 the	 “Moda	 Mechanica”	 Merit)	 	 Character	 may	
  purchase items off of the “Psionics” list, and has access 
  to the “Use Psionics” skill.
  Moda Mechanica: (Prerequisite – Character may not 
  have	“Mind	of	Power”	or	“Spell	Slinger”	Merit)		The	
  Character	may	purchase	items	from	the	“Mechanica”	
  List,	and	has	access	to	the	“Use	Mechanica”	skill.
  N
  Natural Engineer:	 	 Characters	 with	 this	 Merit	 are	
  amazingly fast at the tasks of construction, fabrication, 
  and	repair.	When	a	Character	with	this	Merit	is	using	
  any of these skills, the time necessary to complete the 
  tasks shifts four (4) spaces up on the Time and Tasks 
  chart (i.e. - tasks measured in months take weeks, tasks 
  measured in weeks take days, tasks measured in days 
  take hours, etc.).  
  When making their own versions of equip-
  ment, not only do Natural Engineers do it four 
  steps faster on the Time and Tasks chart, but 
  they also do it at one-tenth (1/10) the materials 
  cost.
  If	 a	 Character	 with	 this	 Merit	 has	 no	 tools	
  whatsoever available for repairing, fabricat-
  ing, or constructing, they can still perform the 
  tasks without penalty if they take the full time 
  required, rather than shift four (4) spaces up on 
  the Time and Tasks chart.
  Night’s Eyes:	 	 Characters	 with	 this	 Merit	 have	 ex-
  tremely good night vision.  All penalties for darkness 
  are reduced by two (2) (i.e. - Total Darkness is normal-
  ly a penalty of minus four (-4); Characters with this 
  Merit	suffer	only	a	minus	two	(-2)).
  O
  Outsider:		The	character	with	this	Merit	has	a	strong	
  connection to the Outside itself.  They can purchase 
  items from the Outsider Ability list, and have access to 
  the	Eldritch	Focus	skill.		This	Merit	usually	accompa-
  nies the Of the Outside Flaw, but does not necessarily 
  do	so.		Even	if	the	character	with	the	Outsider	Merit	
  does not have the Of the Outside Flaw, they are taint-
  Simon Wentworth (Order #28577493)
  
  13
  ed by the Outside and can be perceived as an Outsid-
  er.		More,	if	there	is	a	restriction	on	compatible	Special	
  Merits	in	a	setting	(such	as	not	being	able	to	have	both	
  Moda	 Mechanica	 and	 Spell	 Slinger),	 the	 Character	
  with	 the	 Outsider	 Merit	 can	 ignore	 these	 limitations	
  and	combine	Special	Merits	as	they	wish	without	lim-
  itation. (From Eldritch Victory).
  P
  Patronized:		The	Character	with	this	Merit	has	a	spon-
  sor of some sort.  This does not provide the character 
  with any additional starting budget, but it does allow 
  the Character to ignore certain expenditures while they 
  are operating in their sponsor’s best interests.  This 
  could include ammunition, meals, small arms, even 
  the occasional vehicle or lodging.  The Character can 
  make a roll on their Intelligence plus Communications  
  to	request	specific	items/services.		So	long	as	they	can	
  justify the requests to be in the best interests of their 
  sponsor, the Character is very likely to get what they 
  ask for.  If the requests seems frivolous, it may not only 
  be rejected, but make the sponsor less likely to grant 
  requests in the future. (New in this book).
  Polyglot:			(This	Merit	may	be	taken	up	to	three	times)		
  The Character has the ability to speak more than one 
  language.  Every Character has a “Native” language.  
  A	Character	who	has	the	Polyglot	Merit	one	(1)	time	
  can speak a small number of languages - they are as-
  sumed	to	be	fluent	in	languages	that	they	are	likely	to	
  encounter in their local community.  A Character who 
  has	the	Polyglot	Merit	two	(2)	times	is	considered	Poly-
  lingual	–	they	are	assumed	to	be	fluent	in	just	about	ev-
  ery language commonly encountered in the world in 
  which they live, but not dead or alien languages.  This 
  would be appropriate for world travelers and students 
  of	linguistics.		A	Character	who	has	the	Polyglot	Mer-
  it three (3) times is considered Omnilingual – there is 
  no language that they cannot communicate in.  Even 
  if they encounter a brand new and language never be-
  fore encountered by anyone they may have been able 
  to learn from, they can pick it up after listening to a 
  few sentences or studying a few scraps of text.  Even 
  languages not native to their race come easily to Omni-
  lingual Characters, after an hour or so of study.
  Preternatural:  Character may purchase items from the 
  “Powers” list, and has access to the “Use Powers” skill.
  Pro Jumper: (Prerequisite – Character may not have 
  the	“Asthmatic”	Flaw)		Characters	with	this	Merit	are	
  professionally trained to expend their energy with ef-
  ficiency	while	jumping.		When	trying	to	get	a	“Burst	
  of Speed” for a long or high jump, a successful “Burst 
  of Speed” roll will not cost the Character ten (10) Risk, 
  although a critically failed “Burst of Speed” roll will 
  still cost the Character ten (10) Risk.
  Pro Lifter: (Prerequisite – Character may not have 
  the	“Asthmatic”	Flaw)		Characters	with	this	Merit	are	
  professionally trained to expend their energy with ef-
  ficiency	while	lifting.		When	trying	to	get	a	“Burst	of	
  Strength” for lifting, a successful “Burst of Strength” 
  roll will not cost the Character ten (10) Risk, although 
  a critically failed “Burst of Strength” roll will still cost 
  the Character ten (10) Risk.
  Pro Runner: (Prerequisite – Character may not have 
  the	“Asthmatic”	Flaw)		Characters	with	this	Merit	are	
  professionally trained to expend their energy with ef-
  ficiency	while	running.		When	trying	to	get	a	“Burst	
  of Speed” for running, a successful “Burst of Speed” 
  roll will not cost the Character ten (10) Risk, although 
  a critically failed “Burst of Speed” roll will still cost the 
  Character ten (10) Risk.
  Pro Thrower: (Prerequisite – Character may not have 
  the	“Asthmatic”	Flaw)		Characters	with	this	Merit	are	
  professionally	 trained	 to	 maximize	 the	 efficiency	 of	
  their throws.  When trying to get a “Burst of Strength” 
  for throwing distance, damage, or both, a successful 
  “Burst of Speed” roll will not cost the Character ten 
  (10)	Risk	(or	fifteen	(15)	Risk,	in	the	case	of	trying	to	,	
  although a critically failed “Burst of Strength” roll will 
  still	cost	the	Character	ten	(10)	(or	fifteen	(15))	Risk.
  Q
  Quantum Singer:  The	Quantum	Singer	Merit	allows	
  the character access to the Special Skill: Quantum Fo-
  cus.  This is the skill of utilizing their various concep-
  tual levels of Quantum ability.  They can also purchase 
  levels of Quantum Effect, and create alterations to re-
  ality using these levels.
  Simon Wentworth (Order #28577493)
  
  14
  A	 character	 with	 the	 Quantum	 Singer	 Merit	
  can make a roll on their Perception stat plus the 
  Quantum Focus skill to detect whether or not an-
  other	character	has	the	Quantum	Singer	Merit	or	
  whether a Quantumsong Effect has been used.
  More,	 a	 Character	 with	 the	 Quantum	 Singer	
  Merit	 can	 refill	 their	 Risk	 by	 concentrating	 for	
  a turn and rolling on their Will plus Quantum 
  Focus skill while “risking” one (1) Shrug (for ten 
  [10] points of Risk), two (2) Shrugs (for half their 
  Risk	pool),	or	three	(3)	Shrugs	(for	a	total	refill).	
  They can not have spent Risk on the turn where 
  they attempt this, and can not use Risk in the 
  attempt.		As	with	all	refills,	the	Character	must	
  have at least one (1) point of Risk left to attempt 
  this.
  A	character	with	the	Quantum	Singer	Merit	also	
  gains a new Secondary Stat called Harmony, 
  which	is	(at	the	point	the	Merit	is	acquired)	equal	
  to the Character’s Will stat. 
  (From Alternate Victory 1).
  Quick:	Characters	with	this	Merit	are	naturally	a	little	
  more	fleet	of	foot	than	the	average	Character.		Char-
  acters	with	this	Merit	gain	a	plus	three	(+3)	Bonus	to	
  their Speed.
  R
  Really Skilled:	 	 (This	 Merit	 may	 be	 taken	 multiple	
  times)		For	each	time	the	Character	has	this	Merit,	they	
  have ten (10) additional points to spend on skills.
  Rich:  (Prerequisite – Character may not have the Poor 
  Flaw.		This	Merit	may	be	taken	multiple	times)		For	
  each	time	the	Character	has	this	Merit,	their	Budget	in-
  creases by ten thousand dollars ($10,000).  Also, Char-
  acters	with	at	least	one	(1)	“Rich”	Merit	do	not	have	to	
  worry about day to day purchases, such as food… they 
  simply have enough extra handy cash to cover these 
  expenses.		Characters	with	the	“Rich”	Merit	twice	(2x)	
  do not have to worry about housing or insurance – 
  they can easily afford a small two to three bedroom 
  house	 or	 a	 large	 apartment.	 	 With	 the	 “Rich”	 Merit	
  four (4) times, the Character simply does not worry 
  about non-equipment purchases… he simply goes out 
  and gets things such as horses, boats, manor houses, 
  and small secret lairs.  If the Character has any more 
  than	four	(4)		“Rich”	Merits,	they	are	considered	one	of	
  the	world’s	wealthiest	people,	and	easily	fit	into	high	
  society and exclusive organizations.
  Riskful:  (Prerequisite – Character may not have the 
  “Riskless”	 Flaw)	 (This	 Merit	 may	 be	 taken	 multiple	
  times)  This Character seems to be able to push the en-
  velope and take more chances than other Characters. 
  For	every	time	this	Merit	is	taken,	the	Character’s	Max-
  imum number of Risk Points is increased by ten (10)
  S
  Second Sight:	 	 The	 character	 with	 this	 Merit	 has	 a	
  truly mixed blessing.  They can see things others can 
  not; beings with the Incorporeal Package are entirely 
  visible and audible to them (although not Characters 
  with the Invisibility power).  They can see ghosts and 
  spirits,	 and	 interact	 with	 them.	 More,	 they	 can	 see	
  straight through the cosmic deception of the Unfath-
  omable	Merit	(below),	seeing	such	characters	as	they	
  truly are, rather than their imposed “mysterious” ap-
  pearance.  While this may seem like an altogether good 
  thing, there are many things that stay hidden from the 
  eyes of rational people for a good reason; the Character 
  with Second Sight may be in for a LOT of rolls to avoid 
  Psychological Trauma as they perceive the horrors that 
  others are able to simply ignore. (From Beasts of Victo-
  ry and Eldritch Victory).
  Spell Slinger:  (Prerequisite – Character may not have 
  the	 “Moda	 Mechanica”	 Merit)	 	 Character	 may	 pur-
  chase	items	off	of	the	“Magic	Spells”	List,	and	has	ac-
  cess	to	the	“Do	Magic”	skill.
  Spotlight:  For whatever reason, the Character with 
  this	Merit	can,	on	occasion,	grab	“the	spotlight.”		They	
  have a media presence and a following, whether it’s 
  a very popular blog, a social media following, a gig 
  as a reporter, or a popular entertainer.  They can roll 
  on Intelligence plus Communication, when they have 
  the right equipment/circumstances to broadcast their 
  message to their substantial fan-base.  This can be 
  useful for swaying public opinion or making known 
  evidence	of	wrongdoing.		If,	in	the	GM’s	opinion,	the	
  Character	 over-uses	 this	 Merit	 (by	 broadcasting	 an	
  endless stream of information repeated form other 
  sources, their breakfasts, and/or funny cat pictures), 
  they may lose some or all of their fan-base for a time. 
  (New in this book).
  Spy:  This Character has a knack for skills involving 
  stealth	 and	 guile.	 	 Characters	 with	 this	 Merit	 gain	 a	
  plus one (+1) Bonus to all skills in the Espionage cate-
  gory.		This	Merit	CAN	raise	the	ranks	in	an	Espionage	
  skill above the limit of six (6) ranks.
  Steel-Trap Mind:  (Prerequisite – Character may not 
  have	the	“Forgetful”	Flaw).		Characters	with	this	Mer-
  it rarely forget anything – they have a photographic 
  memory.  Any time the Player of a Character with this 
  Merit	forgets	something,	the	GM	or	other	Players	must	
  Simon Wentworth (Order #28577493)
  
  15
  remind them of the forgotten information out of Char-
  acter.  It would be useful for the Player of a Character 
  with	this	Merit	to	take	notes	during	play.
  Striking Presence:  Something about the Character 
  with	this	Merit	commands	a	little	more	attention	and	
  respect.  Rather than being a matter of the Character’s 
  appearance, this is a question of the Character’s bear-
  ing being particularly noble, powerful, or compelling. 
  Characters	with	this	Merit	receive	a	bonus	of	plus	two	
  (+2) to social rolls where their powerful personality 
  comes into play (which will be just about any roll to 
  interact socially).
  Supple Lover:  (Prerequisite – Character may not have 
  the “Frigid” or the “Prude” Flaw)  The Character has 
  a knack for bringing a partner to the peaks of sexual 
  pleasure.		This	Merit	confers	a	plus	three	(+3)	bonus	
  to the Seduction skill when it is used to determine  the 
  quality of one’s performance during sex.
  T
  Tough As Hell:		(This	Merit	May	be	taken	Multiple	
  Times)		For	each	time	the	Character	has	this	Merit,	the	
  Character gains one (1) additional Shrug.
  Transporter:		Characters	with	this	Merit	have	a	natu-
  ral	knack	for	driving,	flying,	sailing…	any	operations	
  of	vehicles	whatsoever.		With	this	Merit,	a	Character	
  gains a plus one (+1) to all skills in the Transport cat-
  egory.  This CAN raise the ranks of a Transport skill 
  above the limit of six (6) ranks.
  V
  Vehicle Owner:	This	can	be	taken	up	to	five	times	(5x).		
  The	character	with	this	Merit	owns	a	Vehicle;	they	are	
  the lawful owner of a completely paid-off means of 
  transport.  The size of the vehicle they have depends 
  on		how	many	times	they	take	this	Merit.	
  # of V. O.  Merits
  Weight Class
  1
  Personal
  2
  Medium
  3
  Small Craft
  4
  Large Craft
  5
  Massive
  This	Merit	gives	them	ownership	of	a	vehicle,	but	it		
  does NOT allow them to possess a fully-armed vehicle 
  does it cover the costs of operating the vehicle, such as 
  fuel, maintenance, storage, and/or docking fees.
  A	vehicle	acquired	with	this	Merit	may	have	one	
  (1) weapon  mounted on it; it is considered to be for 
  anti-meteor and self-defense.
  A Character who also has any levels of the Rich 
  Merit	may	cover	the	costs	of	operating	their	vehicle	
  from their own disposable income; the size of vehi-
  cle that can be safely covered in this way depends 
  on	the	number	of	Rich	Merits	the	Character	has.
  # of Rich Merits
  Weight Class Covered
  1
  Personal
  2
  Medium	Commercial
  3
  Aerospace I
  4
  Medium	Military
  5
  Aerospace II
  6
  Massive
  This is something of an “All or Nothing” proposi-
  tion;	a	Character	with	the	Rich	Merit	three	times	
  (3x)	who	has	the	Vehicle	Owner	Merit	four	times	
  (4x)	must	still	find	the	funding	to	pay	for	fuel	and	
  docking	fees,	while	a	character	with	the	Rich	Merit	
  four	times	(4x)	and	the	Vehicle	Owner	Merit	three	
  times (3x) can not only operate their Small Craft 
  with their random pocket change, but can afford 
  to constantly throw ice-cream parties in the cargo 
  hold. (From The Victory System Guide to Space-
  ships).
  U
  Unfathomable:		The	character’s	true	nature	is	difficult	
  to	discern.		They	merge	into	society	flawlessly,	regard-
  less of how bizarre or otherworldly their appearance 
  might be.  If they are somehow hideous, they will ap-
  pear to be an unattractive person; likewise, if they are 
  somehow	beatific,	they	will	appear	to	be	an	attractive	
  person.		Characters	with	Special	Merits	may	be	able	
  to notice the Unfathomable character’s unusual nature; 
  a successful roll on the Perception stat plus a Special 
  Skill will reveal the Unfathomable character’s true na-
  ture, but it requires an effort of will to retain the true 
  image.  For whatever reason, the universe itself is con-
  cealing the Unfathomable character’s form and nature; 
  this is a continuous effect which requires no effort on 
  the Unfathomable character’s part.  It’s just a quality 
  of who/what they are. (From Beasts of Victory and El-
  dritch Victory).
  W
  Well-Funded:	 (This	 Merit	 may	 be	 taken	 up	 to	 five	
  times).	 	 For	 each	 time	 the	 Character	 has	 this	 Merit,	
  they	 receive	 an	 additional	 fifteen	 thousand	 dollars	
  ($15,000.00) in Starting Budget. 
  Simon Wentworth (Order #28577493)
  
  16
  A
  Accidental Package:	 	 (MUST	 purchase	 a	 Package,	
  but at half-cost).  The Character sometimes acquires a 
  Package.  This is often a situation where a Character 
  take	on	a	Beast,	Monster,	or	other	Package	when	they	
  lose control over some aspect of themselves; they live 
  in a state where they must constantly struggle to re-
  main themself.  The Character has a Package that has 
  been purchased at half cost, and determines what ex-
  actly causes the transformation.  Often it is a matter of 
  stress... when the Character gets into stressful situation 
  (as	determined	by	the	GM),	a	roll	is	made	on	the	Char-
  acter’s Stamina or Will stat plus their Toughness skill 
  at a penalty of minus two (-2).  Failing this roll means 
  the Transformation occurs, and the Character takes on 
  the	Merits,	Flaws,	and	Abilities	of	that	Package.		This	
  lasts until the stress that caused the transformation is 
  removed,	or,	in	the	GM’s	opinion,	enough	effort	has	
  been expended to “bring the Character back” by their 
  companions.  The Character can also spend ten (10) 
  Risk once per turn to get another roll to end the trans-
  formation.  (From the Powers Compendium).
  Addiction:  The character with this Flaw has devel-
  oped a mental, physical, and/or spiritual dependency 
  on some substance or effect.  This Flaw may be tak-
  en multiple times, with each additional Addiction 
  Flaw being a different substance or effect to which the 
  Character is addicted.  It may also be taken more than 
  once to denote a higher level of addiction to a partic-
  ular substance or effect.  The Addicted Character will 
  suffer greatly if they do not get their next dose of the 
  substance or effect to which they are addicted.  When 
  not	 under	 the	 influence	 of	 the	 substance	 or	 effect	 to	
  which they are addicted, doing anything at all, oth-
  er than acquiring their next dose, requires a roll Will 
  plus	 Toughness	 at	 a	 penalty	 of	 minus	 five	 (-5)	 once	
  per week.  Failing this roll, they will be at a penalty of 
  minus three (-3) to ALL rolls until they get their next 
  dose.  Even if they succeed their Will plus Toughness 
  at	minus	five	(-5)	roll	to	successfully	perform	tasks	oth-
  er than acquiring their next dose, they will be at a pen-
  alty of minus one (-1) to ALL rolls for every week they 
  have not had a dose of the substance or effect to which 
  they are addicted.  If the Character has the Addicted 
  Flaw two times for the same substance or effect, the 
  roll to act normally is made once per day.  If they have 
  the Addicted Flaw three times for the same substance 
  or effect, they make the roll once per HOUR.  To escape 
  this addiction, the Character must buy off this Flaw.
  Aerial:		(MUST	have	some	Special	Ability	that	allows	
  Flight).  The character with this Flaw is not built for ter-
  restrial	existence,	but	rather	is	adapted	to	flight.		They	
  can move along the ground in clumsy, short hops or 
  with ungainly steps, but only at a rate equal to one half 
  (1/2) of their Agility statistic in feet per turn.  In re-
  turn,	any	Risk	cost	associated	with	their	flight	ability	is	
  halved	(1/2)...	it’s	simply	easier	for	them	to	fly.	(From	
  Beasts of Victory).
  Aquatic:  The character with this Flaw is not built for 
  terrestrial existence, but rather is adapted to living 
  underwater.		They	do	not	breathe	air,	but	rather	fil-
  ter oxygen out of the water they live in.  On land, not 
  only do they risk suffocation, but their ability to move 
  is	severely	curtailed.		They	can	flop	along	at	a	speed	
  equal to one half (1/2) of their Strength Statistic in feet 
  per	turn.		It	isn’t	sufficient	for	them	to	merely	have	wa-
  ter to breathe; they must be immersed in it if they are 
  to remain alive.  Being in open air is the equivalent of 
  being exposed to Alpha Level radiation to them; it will 
  eventually kill them. (From Beasts of Victory).
  Asthmatic:  (Prerequisite – Character may not have the 
  Pro Jumper, Pro Lifter,  Pro Runner, or Pro Thrower 
  Merits)		The	Character	has	breathing	difficulties	and	
  cannot	 use	 energy	 as	 efficiently	 as	 possible.	 	 When	
  attempting to get a “Burst of Speed” or “Burst of 
  Strength” when running, jumping,  lifting, or throw-
  ing, the Character loses twenty (20) Risk on a success-
  ful attempt, and thirty (30) Risk for a critical failure.  
  The Character can still lose only ten (10) Risk on a crit-
  ical success, if they choose.
  Aversion:  The character with this Flaw has a negative 
  reaction to some substance or effect which makes it dif-
  ficult,	if	not	nigh	impossible,	for	them	to	be	near	it	or	
  even apprach it.  The substance or effect is determined 
  when this Flaw is taken and should be something that 
  could reasonably be encountered, while not being so 
  common that it can not help but be encountered.  Gold, 
  Magical	Wards,	Garlic,	wood	painted	blue,	or	televi-
  sion cameras would be good examples.  Dwarf star ma-
  terial, invisible tea-pot gnomes, and/or air would be 
  bad examples.  The character with this Flaw can sense 
  the object of their Aversion when they approach it; be-
  ing within ten feet of a room or other area containing 
  the object of their Aversion is enough.  Approaching 
  any closer requires a roll on Will (alone) at a penalty 
  of minus two (-2)... failing this roll, the character can 
  simply not bring themselves to approach any closer.  
  Should they actually enter the room or space contain-
  ing the object of their Aversion, they will be at a penaly 
  of	minus	five	(-5)	to	ALL	rolls	from	intense	discomfort	
  Flaw Descriptions
  Simon Wentworth (Order #28577493)
  
  17
  until they depart the area.  Further, for every minute 
  that they remain in the area, they must roll on their 
  Will	 plus	 Toughness	 (at	 the	 minus	 five	 [-5]	 penalty)	
  or lose one (1) point of Will to Psycholgical Trauma, 
  EVEN IF they are otherwise immune to Psychological 
  Trauma!  Foes aware of the character’s Aversion may 
  be able to use the mere threat of the object’s presence 
  as	an	aid	to	intimidation,	gaining	a	bonus	of	plus	five	
  (+5) to Will plus Communication rolls to intimdate the 
  character with the Aversion.  This is no small thing... 
  the Aversion is a painful and tortuous condition, even 
  for otherwise powerful beings.
  B
  Bad Cook:  (Prerequisite – Character may not have the 
  “Master	Cook”	Merit)		A	Character	with	this	Flaw	is	
  less capable of preparing food in any meaningful way, 
  and must rely on other people’s cooking, or the con-
  sumption of raw food.  This Flaw confers a penalty of 
  minus three (–3) to the Cooking skill.  Forced to pre-
  pare food for themselves, Characters with this Flaw 
  may well starve or poison themselves accidentally.
  Bad Driver:  (Prerequisite – Character may not have 
  the	Transporter	Merit)		The	Character	is	a	bad	driv-
  er,	and	has	a	great	deal	of	difficulty	just	getting	across	
  town.  Characters with this Flaw take a minus three 
  (–3) penalty on any Transport related skill roll, and on 
  any Critical Failure while riding an animal or operat-
  ing a vehicle, they are involved in a crash.
  Bestial:  The character with this Flaw is, for all intents 
  and purposes, an animal.  Their Intelligence stat can 
  not be above a four (4), and they lack the ability to 
  communicate in any way that a sentient being would 
  consider	“language.”		More,	they	lack	the	ability	of	fine	
  manipulation, often having no opposable digits.  They 
  can not use tools.  Bestial characters are generally not 
  considered sentient; it might be considered a criminal 
  act of cruelty to harm one, but killing one is not a ho-
  micide.  Often, they may be owned as property. (From 
  Beasts of Victory).
  Blood Feud:  (This Flaw may be taken up to three 
  times).  The Character with this Flaw is involved with 
  a Blood Feud against a particular person, small group, 
  or large group.  If this Flaw is taken once, the Char-
  acter is in a Blood Feud with an individual or small 
  family (up to 10 people).  When encountering individ-
  uals within this group, they must either succeed at a 
  roll against their Will stat, or immediately attempt to 
  kill the target of the Feud.  If this Flaw is taken twice, 
  the Character is in a Blood Feud with a small group (a 
  large family, a guild, a military unit).  When encoun-
  tering an individual or group of people from within 
  this group, the Character must succeed at a roll on 
  their Will statistic, or immediately attempt to kill the 
  person or group who is the target of the Blood Feud. 
  If this Flaw is taken three times (not recommended), 
  the Character is in a Blood Feud with a large group of 
  people (members of a particular nation, members of a 
  particular race, all people of a particular profession).  
  When encountering an individual or group of people 
  from within this group, the Character must succeed at 
  a roll on their Will statistic, or immediately attempt to 
  kill the person or group who is the target of the Blood 
  Feud.  Yes, this Flaw makes it very likely that the Char-
  acter	who	has	it	will	be	involved	in	fights	much	larger	
  that they can handle, or will be pursued as a murderer.  
  That’s why it’s a Flaw.
  C
  Can’t Jump:  (Prerequisite – Character cannot have 
  the	“Jackrabbit,”	or	“Pro	Jumper”	Merits)		(This	Flaw	
  may be taken up to three (3) times)  This Character, 
  for whatever reason, does not have the capacity to 
  jump that other Characters do.  For every time that 
  this Flaw is taken, the Character subtracts three (3) feet 
  from their jumping distance and one (1) foot from their 
  jumping height.
  Can’t Stay Dressed:  Characters with this Flaw tend 
  to have their clothing fall off at the most inopportune 
  times.  Buttons pop open, belts loosen, straps come off 
  of shoulders, pants and skirts slide off.  It is rarely dan-
  gerous,	but	Characters	with	this	Flaw	may	find	them-
  selves inconvenienced by hanging straps and such at 
  the worst possible moment.
  Carnivore:  The character with this Flaw is not an Om-
  nivore.  Rather, they are adapted to live on a diet of 
  animal protein.  They eat meat, exclusively.  Any ani-
  mal protein will do, but they lack the biological mech-
  Simon Wentworth (Order #28577493)
  
  18
  anisms for consuming and/or digesting vegetation.  If 
  the character should consume vegetable matter, they 
  will become severely ill (minus three [-3] to all actions 
  due to digestive pain for forty-eight hours [48 H]). 
  (From Beasts of Victory).
  Cerebrovore:  The character with this Flaw is not an 
  Omnivore.  Rather, they are adapted to live on a diet 
  of	neural	tissue	specific	to	the	brains	of	sentient	beings.		
  All they want to do is eat your brain.  It must be the 
  brain of a being capable of sentient thought regardless 
  of the Cerebrovore’s species.  They lack the biological 
  mechanisms for consuming and/or digesting vege-
  tation or any protein other than the cerebral tissue of 
  sentient beings.  If the character should consume any 
  nutritive source other than brains,  they will become 
  severely ill (minus three [-3] to all actions due to diges-
  tive pain for forty-eight hours [48 H]), and will gain 
  NO sustenance from the act. (New in this book).
  Cheap Drunk:  (Prerequisite – Character may not have 
  the	“Drinks	like	a	Fish”	Merit)		Characters	with	this	
  Flaw cannot hold their liquor.  When rolling Stamina 
  plus Toughness to determine whether they have be-
  come drunk, Characters with this Flaw roll at a penalty 
  of minus two (-2). 
  Clingy Fanbase:  The Character with this Flaw is fol-
  lowed by a group of people that are a little bit too 
  interested	in	their	exploits.		At	the	GM’s	option,	the	
  Character	may	find	themselves	stalked	in	Social	Me-
  dia, harassed in public, or talked about in the media.  
  These incidents can range from speculation to what the 
  Character is currently doing, requests for autographs, 
  marriage proposals, voyeuristic photographs circu-
  lating on the Web, or other potentially embarrassing 
  things. (Alternate Victory I).
  Cold-Blooded:  The character with this Flaw is Endo-
  thermic, can not regulate their body heat, and generate 
  very little of it on their own.  They have little to no 
  tolerance for Cold Temperatures; they treat tempera-
  tures.  Such characters suffer a penalty of minus three 
  (-3) to their Initiative during the night and early morn-
  ing, and treat temperatures below forty-one degrees 
  Fahrenheit (41 º F, 5 ºC) as Alpha level Radiation.  They 
  treat freezing temperatures (32 ºF, 0 ºC, or below) as 
  Beta level Radiation.  These penalties and conditions 
  can be mitigated by locating an external source of heat; 
  often, a hot rock will do nicely. (From Beasts of Victo-
  ry).
  D
  Delicate Feet: (Prerequisite – Character cannot have 
  the	“Kicks	like	a	Mule”	or	the	“Quick”	Merit,	)		Charac-
  ters with this Flaw have delicate feet that are unsuited 
  for Kicking.  If they should attempt a Hand to Hand 
  attack declared as a Kick or foot strike, they will suffer 
  a penalty of minus two (–2) to the attack roll.  Also, 
  Characters with this Flaw suffer a minus two (–2) to 
  their Speed statistic.  It hurts to move too fast on deli-
  cate feet.
  Delicate Hands:  (Prerequisite – Characters with this 
  Flaw	may	not	have	the	“Haymaker”	Merit)		Characters	
  with this Flaw do not have hands conditioned for com-
  bat or manual labor.  Characters with this Flaw receive 
  a penalty of minus two (–2) to Hand to Hand attacks 
  declared	as	punches	or	hand	strikes.		More,	their	Dead	
  Lift is effectively halved - they can lift up to the full 
  amount, but if they try to lift more than half of their 
  Dead Lift, they will automatically take one (1) Shrug of 
  damage and lose the use of their hands for twenty-four 
  (24) hours.
  Delicious:  The character with this Flaw is known to 
  be, in some way, a good source of food.  They may pos-
  ses	an	ideal	nutritional	balance,	provide	a	rare	or	diffi-
  cult	to	find	nutrient,	or	their	tissues	may	simply	have	
  an agreeable taste.  The “deliciousness” could even be 
  the product of a metaphysical quality, such as psychic 
  ability or a unique type of fear.  Such characters will be 
  more commonly targeted by predators, and will like-
  ly live in a state of constantly being hunted.  There is 
  likely a particular type of predator (determined when 
  this Flaw is taken) that is most likely to be hunting the 
  character. (From Beasts of Victory).
  Dishonored:  Characters with this Flaw are victims 
  of being shunned by their community for doing some 
  wrong, imagined or real.  When making rolls to social-
  ly interact with people aware of their dishonor, they 
  are at a penalty of minus two (-2).  Dishonor tends to 
  follow a Character - even if they leave their local com-
  Simon Wentworth (Order #28577493)
  
  19
  munity,	it	is	possible	(at	the	GM’s	option)	that	word	
  of their dishonor spreads to follow them, and perhaps 
  even precede them, wherever they travel.
  Doubtful Presence: Characters with this Flaw are in-
  herently	difficult	to	trust	-	they	may	be	somehow	more	
  slimy or distasteful than the average citizen, or may 
  simply be so plain and innocuous that there seems to be 
  nothing there to trust.  Characters with this Flaw suffer 
  a minus two (-2) to rolls to socially interact where their 
  personality might be an issue (which is essentially any 
  social interaction).
  Dyslexic:		Characters	with	this	Flaw	have	a	difficult	
  time reading anything quickly (unless they use special 
  adaptations, such as rose-colored glasses), and can get 
  their left and right directions confused under stress.  
  In a stress situation where the Character is trying to 
  find	their	direction	(riding	to	a	specific	place,	running	
  through a maze, et cetera), the Character must make 
  a Will check.  On a failure of this check, the Character 
  becomes horribly lost.
  F
  Fashion Victim:  Characters with this Flaw have little 
  or no grasp on current fashion (or perhaps on fashion 
  at all).  When dressing themselves, they display a clear 
  lack of any grasp of what it means to be fashionable. 
  They suffer a minus two (-2) penalty to the Styling skill 
  when they are attempting to look fashionable or “cool.”  
  Even when going into casual situations, they will be at 
  a minus one (-1) to rolls to successfully communicate 
  or convey their ideas, as people will look at them as if 
  they have killed a clown and are wearing its skin.
  Forgetful:  (Prerequisite – Character may not have the 
  “Steel-Trap	Mind”	Merit).		Characters	with	this	Flaw	
  have a hard time retaining information.  Players of 
  Characters with the Forgetful Flaw may not take notes 
  during play, and may not be reminded, out of Charac-
  ter,	of	information	by	the	GM	or	other	Players.		This	
  Flaw must be roleplayed to some extent – a forgetful 
  Character should appear absent-minded and have dif-
  ficulty	with	names	and	places.
  Frigid:  (Prerequisite – Character may not have the 
  “Supple	Lover”	Merit)		Characters	with	this	Flaw	have	
  little or no aptitude when it comes to actual sexual ac-
  tivity.  They can be seductive and sensual, and they 
  may have no hang-ups when it comes to sex, but they 
  simply cannot perform the act of sex well.  Characters 
  with this Flaw receive a minus three (–3) penalty to 
  their Seduction skill when performing sexual acts, and 
  may gain a reputation for being a bad lover.
  H
  Hemovore (l):  The character with this Flaw is not an 
  Omnivore.		Rather,	they	are	a	specific	type	of	Carni-
  vore; not only must they consume animal proteins, but 
  they can only gain nutrition from the blood of animals, 
  or perhaps higher beings.  Some (but not all) Hemovo-
  res have sharpened teeth or other biological structures 
  for gaining access to a living being’s blood stream.  
  This Flaw may be taken more than once, for increas-
  ingly deleterious effect.
  Hemovore (x1)
  Can feed on animals, can not con-
  sume any other form of food or 
  become severely ill (Stamina plus 
  Toughness at minus three (-3) or 
  vomit immediately, be at minus 
  three (-3) to all actions for one hour 
  [1 H})
  Hemovore (x2)
  Must	feed	on	sentient	beings	such	
  as humans, can eat other food 
  sources but does not gain nutrition 
  from them
  Hemovore (x3)
  Must	feed	on	sentient	beings	with	
  Special	 Merits,	 can	 eat	 other	 food	
  sources fut does not gain nutrition 
  from them
  (From Beasts of Victory).
  Herbivore:  The character with this Flaw is not an Om-
  nivore.  Rather, they are adapted to live on a diet of 
  vegetation.  This is not a philosophical stance; the char-
  acter will become severely ill if they consume meat 
  (minus three [-3] to all actions due to digestive pain for 
  forty-eight hours [48 H]).  On the other hand, they can 
  live off of vegetation that most others can’t gain nutri-
  tion	from;	they	can	efficiently	digest	even	tough	grass	
  and/or straw. (From Beasts of Victory).
  Horrific:  The Character with this Flaw has an appear-
  ance that, for whatever reason, is too terrible for the 
  rational mind to safely contemplate.  Upon seeing this 
  Character’s true form, observers must roll Will plus 
  Toughness or lose one (1) point of Will to Psychologi-
  cal	Trauma.		More,	if	this	Character	is	larger	than	av-
  erage (has any levels of Larger Person or Larger Ani-
  mal), there is a penalty to the Will plus Toughness roll 
  equal to the bonus to hit the Character due to their size 
  I.E.; if a Character with this Flaw has Larger Person 
  twice, and is at a bonus of plus six (+6) to be hit, then 
  the penalty to their Will Toughness roll is a minus six 
  (-6).  Additionally, failing the Will plus Toughness roll 
  incurs an additional lost point of Will for every level 
  of Larger Person or Larger Animal that the Character 
  Simon Wentworth (Order #28577493)
  
  20
  has; a Character with Larger Person twice would cause 
  onlookers not only a penalty of minus six (-6) to their 
  Will plus Toughness roll to resist Psychological Trau-
  ma, but failing this roll would cost them not one (1), 
  but three (3) points of Will!  Worse, all social interac-
  tions	with	a	Character	with	the	Horrific	Flaw	are	at	a	
  penalty of minus four (-4).  It is entirely possible, and 
  often desirable, to hide one’s true appearance to avoid 
  these	difficulties.	(From	Eldritch	Victory).
  Horrific Slob:  (Prerequisite – Character may not have 
  the	“Homemaker”	Merit)		Character	has	no	aptitude	
  for cleaning or maintaining the cleanliness of a room.  
  This Flaw confers a penalty of minus three (–3) to the 
  Cleaning skill.  If a Character with this Flaw spends 
  more than an hour in a room, it will become messy and 
  cluttered, and it will be nearly impossible for anyone 
  to tidy up while the Character continues to inhabit the 
  room.
  Hybrid Fate:		(Must	Not	Have	the	Of	the	Outside	Flaw)		
  The character with this Flaw is the product of one par-
  ent who is a sentient citizen of the Universe, and one 
  who is Of the Outside.  They can be detected as being 
  tainted by the Outside, but in every other way they ap-
  pear to be human, or whatever race their non-Outsid-
  er parent is.  They may live an entirely normal life up 
  to some point; they will unfortunately eventually be-
  come a creature of the Outside themselves.  If they ever 
  fail a roll to resist Corruption, rather than the normal 
  slow suffering transformation into a creature of the 
  Outside,	the	character	with	Hybrid	Fate	will	IMME-
  DIATELY lose the Hybrid Fate Flaw and gain the Of 
  the	Outside	Flaw,	as	well	as	the	Outsider	Merit	if	they	
  didn’t already have it.  Otherwise, they will eventually 
  transform due to stress.  Should they critically fail a 
  roll to resist Psychological Trauma, they will become 
  a creature of the Outside.  Should they critically fail an 
  attempt	to	Refill	their	Risk,	they	will	become	a	creature	
  of	the	Outside.		The	GM	can,	in	fact,	choose	one	oth-
  er roll over the course of each session of play where 
  a critical failure will cause the character to become a 
  creature of the Outside.  The character with the Hybrid 
  Fate is on a razor’s edge, doomed to become a creature 
  of the Outside at some point in the indeterminate fu-
  ture. (From Eldritch Victory).
  I
  Imperfect Repose:  (Prerequisite:  Character can not 
  be immune to the requirement of sleep).  The char-
  acter	 with	 this	 Flaw	 has	 a	 very	 specific	 requirement	
  that allows them to sleep; without the required item 
  or effect, they can lay quietly and close their eyes, but 
  actual slumber with its healing and regenerative ef-
  fects will completely elude them.  The item or effect 
  is determined when this Flaw is taken and should be 
  something that could reasonably be acquired, while 
  not being so uncommon that acquisition is impossible.  
  A	particular	suffed	animal,	one’s	native	soil,	a	specific	
  song, or the presence of another individual would be 
  good examples.  A long-dead companion, the core of 
  a nuclear reactor (for someone not immune to radia-
  tion), angry dinosaurs, or a television show that had 
  never actually been produced would be bad examples.  
  Should the item of repose not be present when the 
  character attempts to sleep, they may again lie quietly 
  and try to relax, but sleep itself will elude them.  They 
  do not dream, they do not recover their Shrugs as six 
  to eight hours (6-8 H) of sleep normally will, and they 
  continue to stack penalties for missed nights of sleep:” 
  a cumulative minus one (-1) to all rolls for each night 
  of sleep missed. 
  Infertile:  (Prerequisite – Character may not have the 
  “Very Fertile” Flaw)  Characters with this Flaw are in-
  capable of producing offspring.  They may still engage 
  in the act of sex, but it will not produce progeny.
  Insectivore:  The character with this Flaw is not an 
  Omnivore.		Rather,	they	are	a	specific	type	of	Carni-
  vore; not only must they consume animal proteins, but 
  they can only consume these proteins in the form of 
  insects.  They simply do not have the biological mech-
  anisms for properly digesting other forms of animal 
  protein, and they certainly can’t consume vegetable 
  matter.  Any attempt to consume food sources other 
  than insects will make the character severely ill (mi-
  nus three [-3] to all actions due to digestive pain for 
  forty-eight hours [48 H]).  Large insectivores, or insec-
  tivores with large metabolic requirements, must eat a 
  LOT of insects; up to their body weight in insects each 
  day! (From Beasts of Victory).
  Simon Wentworth (Order #28577493)
  
  21
  Item-Bound:  The character with this Flaw has no body 
  of their own; they are an intellect which must be bound 
  to a particular piece of equipment in order to exist 
  and function.  They can control the functioning of the 
  equipment they are a part of; if the equipment has the 
  ability to move or manipulate items, the intellect can 
  use these abilities.  The character has only the item’s 
  abilities to move or affect the world around them; it 
  can also use any Special Abilities the itemor equipment 
  may have.    The character has a general sense of what 
  is going on around it equal to vision and hearing, even 
  if the item has no eyes, ears, cameras or microphones.  
  More,	the	character	can	speak	normally	to	anyone	in	
  contact with  the item it is bound to.
  L
  Liquivore:  The character with this Flaw is not an 
  Omnivore.		Rather,	they	are	a	specific	type	of	Carni-
  vore; not only must they consume animal proteins, but 
  they can only do so by per-digesting those proteins.  
  They	must	either	cause	sufficient	trauma	to	animal	tis-
  sue to liquefy parts of it, or they must inject digestive 
  enzymes into animal tissue to break it down prior to 
  drinking it out.  They do not have the necessary bio-
  logical structures for breaking down protein inside of 
  their own bodies... any attempt to consume anything 
  other	 than	 per-liquefied	 animal	 proteins	 will	 make	
  them severely ill (minus three [-3] to all actions due to 
  digestive pain for forty-eight hours [48] with constant 
  vomiting). (From Beasts of Victory).
  Lower Tech:  The Character with this Flaw does not 
  have access to the same level of technology that the av-
  erage	person	of	their	Era	does.		In	the	Modern	Era,	or	
  a Custom Era where the default level of technology is 
  Modern	Tech,	this	Flaw	limits	the	Character	to	equip-
  ment from the Low Technology list.  In the Space Era, 
  or a Custom Era where the default level of Technology 
  is High Tech, this Flaw limits the Character to equip-
  ment	from	the	Modern	Tech	or	Low	Technology	list.		In	
  a	Near-Modern	Era	Campaign,	the	Character	is	treated	
  as if they were created in a Fantasy Era Campaign.  In a 
  Space Era Campaign, the Character is treated as if they 
  were	created	in	a	Near-Modern	Campaign.
  Lowest Tech:  The Character with this Flaw has a crip-
  pling	difficulty	with	technology.		Available	only	in	the	
  Space Era, or a Custom Era where the default tech-
  nology level is High, this Flaw limits the Character to 
  equipment from the Low Technology list.  The Charac-
  ter is treated as if they were created for a Fantasy Era 
  Campaign.
  M
  Malleable:  (Prerequisite – Character may not have the 
  Iron	Will	Merit)		Characters	with	this	Flaw	are	easier	to	
  manipulate, and do not deal with mental or emotional 
  stress well.  They suffer a minus two (-2) to Penalty to 
  their Will stat.
  Mental Malfunction:		There	is	SOMETHING	wrong	
  with this Character.  The Player determines what thing 
  or	situation	gives	the	Character	a	difficulty.		Examples	
  include having a bad temper, being a glutton, really 
  hating orcs, or even being addicted to danger (or ad-
  dictions in general).  When faced with a situation in 
  which	 the	 GM	 has	 determined	 that	 the	 Character	 is	
  dealing	 with	 their	 Malfunction,	 the	 Player	 rolls	 the	
  Character’s Will stat at a penalty of minus two (-2).  On 
  a failure, the Character is reacting badly - losing con-
  trol of their temper, over eating, randomly attacking 
  something that reminds them of an orc, or indulging 
  in their addiction.  Note that this Flaw covers mental 
  difficulties	 other	 than	 Obsessive	 Compulsive	 Disor-
  ders (see OCD, below), Phobias (see Phobic, below), or 
  being Psychotic (see Psycho, below).
  Metavore:	 	 (MUST	 have	 a	 Special	 Ability	 allowing	
  them	to	feed	on	a	Metaphysical	Source).		The	character	
  with this Flaw does not gain nutrients from any sort 
  of food at all.  They may consume whatever food they 
  like... it will pass through their system more-or-less 
  unchanged, without providing any nutrition.  Rather, 
  they must use some Special Ability to gain metabolic 
  energy	from	a	Metaphysical	Source;	the	most	common	
  of these are Phobivores (gaining nutrition and energy 
  from pain, fear, and death). (From Beasts of Victory).
  Simon Wentworth (Order #28577493)
  
  22
  N
  Nerfed Statistic:  The Character with this Flaw has 
  one Statistic (and only one Statistic) dropped to a four 
  (4) or lower, the Statistic being chosen when this Flaw 
  is taken.  The Character can still use this Statistic, but 
  they are crucially bad at it and may be considered dis-
  abled in the area governed by this Statistic. (New in 
  this book).
  Nervous Stomach: Characters with this Flaw tend to 
  throw up when under emotional stress.  Any time a 
  Character with this Flaw fails a Will roll, they lose their 
  lunch explosively, losing one (1) Shrug to the effort as 
  well as their next action. On a critical failure of a Will 
  roll, they lose two (2) Shrugs. (From Beasts of Victory).
  O
  OCD:  (This Flaw may be taken multiple times).  This 
  is actually more than one Flaw.  OCD stands for “Ob-
  sessive Compulsive Disorder.”  It is a psychological 
  condition in which someone performs some action 
  out of habit as a reaction to stress.  It includes such be-
  haviors as hand-washing, compulsive cleaning, whis-
  tling or humming, and the like.  A Character with this 
  Flaw must make a roll against their Will in a stressful 
  situation.  A failure on this roll means the Character 
  takes a minus two (–2) to all actions until they can per-
  form their compulsive behavior.  Even when NOT in a 
  stressful situation, a Player should constantly roleplay 
  their Character’s OCDs.  If you’re not annoying other 
  people at the table, you’re not playing a Character with 
  OCDs right.  A Character may have multiple OCDs; 
  for each time this Flaw is taken, they have another 
  compulsive behavior.  EACH compulsive behavior 
  must be rolled separately in a stressful situation, and 
  penalties	for	a	failed	roll	are	CUMULATIVE.		
  Of the Outside: The character with this Flaw is a be-
  ing of the Outside; they may exist within the Universe, 
  but	their	metaphysical	being	is	firmly	rooted	Outside	
  of the Cycle of the Universe.  Characters with this Flaw 
  can not maintain allegiances with those who are not Of 
  the Outside; they are mentally and spiritually opposed 
  to any course of action that does not lead to the disso-
  lution of the Universe.  They must make a roll on their 
  Will (alone) at a penalty of minus two (-2) to associate 
  with anyone who is not Of the Outside or to engage in 
  activities that do not lead to the dissolution of the Uni-
  verse.  The character with this Flaw is so disconnected 
  from	the	Universe	that,	should	they	attempt	to	Refill	
  their Risk by rolling on Will plus Eldritch Focus and 
  critically fail, they will immediately be pulled to the 
  Outside, never to return to the Universe.  Characters 
  with the Of the Outside Flaw are also vulnerable to be-
  ing Banished to the Outside.  Often, characters with 
  the	Of	the	Outside	Flaw	also	have	the	Outsider	Merit.	
  This Flaw is not recommended for Player Characters; 
  characters who are Of the Outside are almost univer-
  sally not on the “right side.” (From Eldritch Victory).
  Othervore:  The character with this Flaw has a bizarre 
  metabolism that utilizes an unusual substance for nu-
  trition.  This substance may be found in living tissue 
  but might not be considered, strictly speaking, a nu-
  trient (salt, potassium, chlorophyll, for examples), or 
  it may be a substance not found in living tissues at all 
  (granite, radium, processed cheese food, for exam-
  ples).  The character can extract, process, and metab-
  olize this substance; if it is found in an organic source 
  (living being), the extraction process will require that 
  the character damage the living being to get to the sub-
  stance, gaining one (1) meal for each one (1) Shrug of 
  Damage done.  This will generally leave bizarre marks 
  on the living being.  The Othervore gains no nutrition 
  from any other food source. (From Beasts of Victory).
  Owned:  The Character with this Flaw is not their own 
  person, but rather are the property of some other per-
  son or organization, usually a group of slavers.  The 
  owned Character has no rights other than those given 
  to them by their owner, and has no ability to prove 
  that they legally exist on their own.  They possess no 
  documents that provide evidence of their status as a 
  citizen.		The	owner	of	the	Character	with	this	flaw,	on	
  the other hand, has some capacity to prove, legally, 
  that the owned Character is their “responsibility,” and 
  that they have legal custody of the owned Character.  
  It is possible for the owner of the owned Character 
  to release the Character, giving them their freedom 
  and independence, but this is unlikely to happen as 
  the	owner	can	generally	find	some	use	for	the	owned	
  Character.  Unlike other Flaws, this cannot merely be 
  bought off for thirty thousand dollars ( $30,000.00), but 
  must ALSO be roleplayed to a suitable conclusion; ei-
  ther the owner is convinced to release the owned Char-
  acter, or the necessary records and paperwork must 
  be	found,	modified,	and	stolen.		In	the	latter	case,	this	
  Flaw CAN be traded in for the “Wanted: By Owner” 
  Flaw, rather than be bought off.
  P
  Personal Dedication:  (This Flaw may be taken more 
  than once).  The Character with this Flaw has a person, 
  group, or organization that they are personally dedi-
  cated to protecting for reasons of the Character’s own – 
  a love relationship, a personal code of honor, or a bomb 
  implanted in their head are all possibilities.  Should the 
  Simon Wentworth (Order #28577493)
  
  23
  Character with this dedication discover that the per-
  son, group, or organization to which they are dedicat-
  ed is in danger, they will become intensely focused on 
  ending that danger.  The Character will be at minus 
  two (–2) to all tasks NOT related to ending the danger 
  to their dedicated person, group, or organization until 
  the danger has been “dealt with” (at least as far as the 
  dedicated Character is concerned).  Should the person, 
  group, or organization that the Character is dedicat-
  ed to be grievously injured, killed, or destroyed, the 
  minus	two	(–2)	penalty	becomes	PERMANENT	(until	
  this Flaw is bought off).  For every time that a Char-
  acter has this Flaw, there is another person, group, or 
  organization that they are dedicated to.
  Phobic:  (This Flaw may be taken more than once).  
  The Character with this Flaw has an unreasoning fear 
  of some object or situation.  When confronted with 
  their primal fear, the Phobic Character must make a 
  roll against their Will statistic.  On a successful roll or 
  a critical success, they manage to continue to function 
  despite their fear.  On a failed roll, they immediately 
  suffer a minus two (-2) to all actions because they are 
  falling into the grip of terror.  This minus two (-2) will 
  remain until they are away from the source of their 
  Phobia.  On a critically failed roll, the penalty to all ac-
  tions is a minus four (-4).  For every time that the Char-
  acter has this Flaw, there is another object or situation 
  that they have an unreasoning fear of.
  Some Common Phobias
  This Phobia…
  …is a fear of…
  Acrophobia
  High Places
  Agoraphobia
  Wide Open Places
  Arachnophobia
  Spiders
  Brontophobia
  Loud Noises
  Carcinophobia
  Cancer
  Claustrophobia
  Small Enclosed Spaces
  Coulrophobia
  Clowns
  Cynophobia
  Dogs
  Emetophobia
  Vomit
  Mysophobia
  Dirt and Germs
  Necrophobia
  Death and the Dead
  Ophidiophobia
  Snakes
  Scotophobia
  The Dark
  Trypanophobia
  Injections
  Xenophobia
  Foreigners and Strangers
  Photovore:  The character with this Flaw utilizes light, 
  preferably sunlight, for their nutrition.  They create 
  sugars through Photosynthesis; they require water for 
  hydration, and they respirate Carbon Dioxide rather 
  than Oxygen.  They may occasionally require other 
  nutrients for proper growth and healing; these can 
  generally be found in decomposing organic matter.  
  The character may be able to consume other sources 
  of food for appearance sake (or for taste), but they gain 
  no nutrition from it. (From Beasts of Victory).
  Physical Impairment:  (Prerequisite – variable, see be-
  low).  (This Flaw may be taken multiple times)  The 
  Character with this Flaw has a body part that is not 
  functional, giving them some impairment to their 
  physical function.  For each time that this Flaw is tak-
  en, there is another body part that does not function, 
  often	compounding	the	difficulty.		Some	examples	of	
  impaired	body	parts	and	their	associated	difficulties:
  Eyes:  If one eye is impaired, the Character 
  will take a minus two (-2) penalty to all of their 
  ranged attacks, having no depth perception.  If 
  both eyes are impaired, the Character is blind, 
  and functions as if in total darkness (minus 
  four (-4) to all physical actions) at all times.
  Legs:  If one leg is impaired, the Character’s 
  speed statistic will be halved.  They will be at 
  minus three (-3) to any rolls to jump, climb, 
  run, perform acrobatics, or kick.  If both legs 
  are impaired, the Character can move at their 
  regular speed only if they are in a wheelchair. 
  Otherwise, they are reduced to one quarter of 
  their speed stat by having to crawl with their 
  arms alone.  They cannot run, jump, do acro-
  batics, or perform kicks.
  Arms:  If one arm is impaired, the Character 
  may	not	have	the	Ambidexterity	Merit,	nor	can	
  they use weapons that require two hands to 
  use.  If both arms are impaired, the Character 
  cannot use weapons, lift anything, or perform 
  any other action that would require the use of 
  their arms.
  If an impaired body part is replaced by a pros-
  thetic	 from	 the	 Mechanica	 list,	 the	 cost	 for	
  buying off the Flaw must be paid ($30,000.00). 
  Non-functioning	body	parts	replaced	with	Me-
  chanica are not considered impaired.
  Poor:  (Prerequisite – Character may not have the Rich 
  Merit).		(This	Flaw	may	be	taken	multiple	times)		For	
  each time the Character takes this Flaw, their bud-
  get decreases by ten thousand dollars ($10,000).  This 
  Flaw cannot be taken so many times that it takes the 
  Character’s budget below zero dollars ($0).  Charac-
  ters with one “Poor” Flaw must roleplay the process 
  of saving money for food and fuel, and other day to 
  day expenses. Characters with two “Poor” Flaws must 
  roleplay the process of keeping their home, which will 
  Simon Wentworth (Order #28577493)
  
  24
  be a small house in a disadvantaged part of town or an 
  apartment with inadequate utilities.  Characters with 
  four “Poor” Flaws cannot own property and roleplay 
  the struggle to acquire enough resources to survive.  
  Characters with more than four “Poor” Flaws are the 
  truly disenfranchised of society, unable to afford even 
  the basest necessities, living off of refuse.
  Prude:  (Prerequisite – Character may not have the 
  “Supple	 Lover”	 Merit).	 	 Characters	 with	 this	 Flaw	
  have little or no experience with sex, and don’t want 
  any.  They may not have any ranks in the Seduction 
  skill (except for the one (1) rank that would come from 
  the	Spy	Merit),	and	may	not	attempt	Seduction	rolls.		
  Faced with a situation in which sex or sexual situations 
  are forced upon them, Characters with this Flaw suffer 
  a minus two (–2) penalty to all rolls to resist sexual ad-
  vances – they simply do not have enough experience 
  with sex to know how to handle these situations. 
  Psycho:  Characters with this Flaw lack a sense of 
  personal restraint, and their reactions tend to be dis-
  proportionate to the situations they are in.  In situa-
  tions calling for subtlety or restraint, Characters with 
  this Flaw must make a Will roll.  If this roll is failed, 
  the Character may not act with EITHER subtlety OR 
  restraint, but rather must react with as much force as 
  they can apply.  On a critical failure of this Will roll, 
  Characters with this Flaw must react to subtle situa-
  tions with the most dangerous and foolhardy means 
  possible.
  Puppet Strings:  The Character is not their own per-
  son; they owe someone their loyalty, and have a duty 
  to serve someone else.  This could be as innocuous as 
  a	strict	employer	or	as	difficult	as	being	in	the	grip	of	
  an organized crime family.  It could even represent a 
  mind-controlling	parasite	or	other	extra-human	influ-
  ence.  If the Character ever wants to involve themselves 
  in an action or activity that is contrary to the desires of 
  their “puppeteer,” they will need to make a roll on Will 
  plus Toughness at a penalty of minus two (-2).  Even if 
  they succeed this roll and perform the action, there will 
  still be the repercussion from the “puppeteer,” wheth-
  er that is the Character losing their job, having a hit put 
  out on them, or whatever the particular “puppeteer” is 
  likely to do as punishment. (New in this book).
  R
  Range  Challenged:  Characters with this Flaw have a 
  difficulty	attacking	at	range,	and	double	all	penalties	
  for	range	(i.e.	the	minus	one	(-1)	penalty	for	Medium	
  range becomes a minus two (-2), the minus three (-3) 
  penalty	for	Maximum	range	becomes	a	minus	six	(-6!)).
  Reality Flaw:  (ONLY for Characters with the Quan-
  tum	Singer	Merit).		This	is	version	of	the	Stands	Out	
  Flaw that can be taken by Characters with Quantum 
  Song in lieu of losing points of Harmony.  For every 
  time the Quantum Singer has the Reality Flaw, their ap-
  pearance or nature changes in some way (determined 
  by	the	GM,	should	relate	to	the	effect	that	triggered	
  the roll) that makes them stand out; crying blood, hav-
  ing glowing eyes, a visible aura, or bird’s claws for feet 
  are all good examples.  Each level gives the Quantum 
  Singer a cumulative penalty of minus two (-2) to hide 
  their nature or the fact that they are currently “differ-
  ent.”		The	Quantum	Singer	can	have	only	five	(5)	levels	
  of Reality Flaw (for a total penalty of minus ten [-10] to 
  blend in with any group of normal people); this means 
  that	they	can	only	mitigate	five	(5)	points	of	lost	Har-
  mony in this manner.  (Alternate Victory I).
  Reduced Lift I:	 	 The	 character	 with	 this	 Flaw	 finds	
  their Dead Lift (and carrying capacity) reduced; they 
  can lift only one quarter (1/4) of their original Dead 
  Lift score. (From Beasts of Victory).
  Reduced Lift II:		The	character	with	this	Flaw	finds	
  their Dead Lift (and Carrying Capacity) greatly re-
  duced;	their	Dead	Lift	is	figured	to	be	one	pound	(1	
  lb). (From Beasts of Victory).
  Reduced Lift III:		The	character	with	this	Flaw	finds	
  their Dead Lift (and Carrying Capacity) vastly re-
  duced; their Dead Lift is under one pound (< 1.00 lb), 
  often ounces or even negligible. (From Beasts of Vic-
  tory).
  Reduced Move I:  The	character	with	this	Flaw	finds	
  their Running Speed reduced; their Running Speed is 
  one quarter (1/4) their original Running Speed score. 
  (From Beasts of Victory).
  Reduced Move II:  The	character	with	this	Flaw	finds	
  Simon Wentworth (Order #28577493)
  
  25
  their Running Speed greatly reduced; their Running 
  Speed is one tenth (1/10) their original Running Speed 
  score.(From Beasts of Victory).
  Reduced Move III:  The	character	with	this	Flaw	finds	
  their Running Speed vastly reduced; their Running 
  Speed	 is	 figured	 to	 be	 one	 foot	 (1’)	 per	 turn.	 (From	
  Beasts of Victory).
  Riskless:  (Prerequisite – Character may not have the 
  “Riskful”	 Merit)	 	 (This	 Flaw	 may	 be	 taken	 multiple	
  times)  This Character doesn’t have what it takes to 
  take chances.  For every time that the Character has 
  this Flaw, their maximum number of Risk Points is 
  reduced by ten (10).  This Flaw may not be taken so 
  many times that it reduces the Character’s Risk Points 
  to zero (0).
  S
  Self-Imposed Limitation:  (This Flaw may be taken 
  more than once)  Characters with this Flaw follow a 
  code or a set of rules of behavior that limits their ac-
  tions.  This might include a personal code against tak-
  ing human life, a vow to never harm a woman, or a 
  warrior’s	 agreement	 to	 never	 fight	 an	 opponent	 less	
  well-armed than yourself.  A practitioner of the Bushi-
  do Code would have this Flaw, as would someone 
  dedicated to Chivalry or someone who has taken the 
  Hippocratic Oath.  If the Character is forced to act in a 
  way contrary to their personal code, they will be at a 
  penalty of minus two (-2) to all actions (due to shame 
  and a sense of personal failure) until they can atone 
  for their personally heinous act.  Atonement should 
  include	some	form	of	self-sacrifice,	but	the	GM	is	the	
  final	arbiter	of	what	it	will	take	to	atone	for	the	per-
  ceived misdeed.  For every time that this Flaw is taken, 
  the Character has another set of personal limitations.
  Semi-Aquatic:  The character with this Flaw is not 
  built for terrestrial existence, but rather is adapted to 
  living in the water.  While they still breathe air, their 
  bodies are more adapted to swimming than to func-
  tioning on  land.  On land, their ability to move is se-
  verely curtailed; they can hump along at a speed equal 
  to their Strength Statistic in feet per turn.  On the oth-
  er hand, when calculating their ability to hold their 
  breath (before any Animal Abilities are factored in), 
  multiply their breath-holding duration by two (x2). 
  (From Beasts of Victory).
  Sidereal:  Literally “of the stars.”  The Character with 
  this	flaw	does	not	originate	from	the	same	dimension	
  (plane, reality) that the rest of the campaign is set in 
  - they are from some other place, such as Hell, the As-
  tral Plane, or some other dimension/plane/reality.  
  Because of this, they are vulnerable to being Banished; 
  certain spells and other special abilities can break their 
  tenuous connection to the default plane and send them 
  back to their dimension of origin, or perhaps even 
  someplace else of the Banisher’s choosing. 
  Small I:  (Prerequisite: Can Not have Reduced Lift I)  
  The character with this Flaw is smaller than human 
  average, being roughly a quarter to half the size/
  weight of the average person.  They have the effects 
  of Reduced Lift I (and so do not also need to take that 
  Flaw), and one (1) level of Weak as Hell (total number 
  of Shrugs reduced by 1).  Being small, they are at a pen-
  alty of minus two (-2) to be hit, as well as being at a bo-
  nus of plus two (+2) to any Stealth rolls.  (This would 
  include most domestic dogs and cats, large birds and 
  such). (From Beasts of Victory).
  Small II:  (Prerequisite: Can Not have Reduced Lift II)  
  The character with this Flaw is smaller than human av-
  erage, being roughly a tenth to an eighth of the size/
  weight of the average person.  They have the effects of 
  Reduced Lift II (and so do not also need to take that 
  Flaw), and two (2) levels of Weak as Hell (total number 
  of Shrugs reduced by 2).  Being quite small, they are at 
  a penalty of minus three (-3) to be hit, as well as being 
  at a bonus of plus three (+3) to any Stealth rolls.  (This 
  would include most rodents and small amphibians). 
  (From Beasts of Victory).
  Small III: (Prerequisite: Can Not have Reduced Lift 
  III)  The character with this Flaw is smaller than hu-
  man average, being less than a twentieth of the size/
  weight of the average person.  They have the effects of 
  Reduced Lift III (and so do not also need to take that 
  Flaw), and three (3) levels of Weak as Hell (total num-
  ber of Shrugs reduced by 3).  Being quite small, they 
  are at a penalty of minus four (-4) to be hit, as well 
  as being at a bonus of plus three (+4) to any Stealth 
  rolls.  (This would include most insects and arachnids). 
  (From Beasts of Victory).
  Socially Unacceptable.  (This Flaw may be taken 
  more than once).  Characters with this Flaw have a 
  certain behavior, or live by a system of belief, that is 
  contrary to the standards of the community in which 
  they live.  This may bring unusual scrutiny from law 
  enforcement	or	cause	difficulties	in	functioning	in	the	
  community (may be the target of gossip, people may 
  protest against their presence in the community, may 
  be shunned at small markets, et cetera).  Examples of 
  Socially Unacceptable behaviors and beliefs include 
  Polygamy, extreme fetishes, promiscuity, being Re-
  publican in a Blue State or being Democrat in a Red 
  State, and the like.  These behaviors and beliefs may be 
  Simon Wentworth (Order #28577493)
  
  26
  hidden from the community, but there will constantly 
  be a risk of discovery.  For each time that this Flaw 
  is taken, the Character has another behavior or belief 
  system that is socially unacceptable.
  Solarbane:  The Character with this Flaw has more dif-
  ficulty	tolerating	Solar	radiation	(specifically	radiation	
  from the life-giving light of any star) than most people. 
  Rather than treating Sunlight as its own level of Radia-
  tion, Characters with the Solarbane Flaw treat Sunlight 
  as being Radiation of a higher level... it requires harder 
  rolls to tolerate more often (as per the Radiation Haz-
  ard rules, Victory Core Rulebook page 95).  The only 
  exception to this is that anything that would normally 
  protect one against Sunlight will also shield the Char-
  acter with this Flaw from the Sunlight’s harmful ef-
  fects.  This Flaw may be taken multiple times; the more 
  times it is taken, the more severe the danger from Solar 
  radiation.
  Sunlight Effect from Solarbane Flaw(s)
  Solarbane Flaws
  Radiation Level
  1
  Alpha
  2
  Beta
  3
  Gamma
  4
  Hiroshima
  (New in this book).
  Squeamish:  Characters with this Flaw react badly to 
  things that are inherently disgusting, such as slime, 
  entrails, corpses, muck, hordes of insects, rats, tenta-
  cle monsters, pulsing brains, and the like.  Any time 
  a Character with this Flaw encounters something that 
  is inherently disgusting, they must make a Will roll.  
  Failing this Will roll means that the Character is having 
  a massive attack of “The Willies,” and suffers a minus 
  two (–2) penalty to all task and combat rolls until the 
  inherently disgusting item is no longer in the Charac-
  ter’s presence.
  Stands Out:  The Character has some physical feature, 
  such as oddly-colored skin or pointed ears, that makes 
  it	difficult	for	them	to	“blend	in”	to	a	crowd.		The	Char-
  acter suffers a penalty of minus two (-2) when trying to 
  blend into their surroundings, and anyone looking for 
  this Character enjoys a bonus of plus  two (+2).
  Strongly Scented:  Characters with this Flaw exude a 
  strong personal odor, for some reason.  This is not nec-
  essarily an unpleasant odor – it may be a distinctive 
  perfume or cologne, or an exotic personal body scent.  
  The	difficulty	with	this	situation	is	that	it	wrecks	the	
  Character’s ability to hide and sneak.  Characters with 
  this Flaw suffer a penalty of minus two (–2) to any rolls 
  on the Stealth skill.  
  Swims like a Brick:  Characters with this Flaw, for 
  whatever reason, simply cannot swim.  They may take 
  no ranks in the Swimming skill, and even if they have 
  a	plus	one	(+1)	bonus	from	the	“Athlete”	Merit,	they	
  make rolls to Swim at a penalty of minus three (–3). 
  Characters	 with	 this	 Flaw	 find	 it	 impossible	 to	 float	
  without	the	aid	of	a	flotation	device.
  U
  Ugly: The Character is unattractive, and is the target of 
  staring and derision.  When making rolls in situations 
  where physical appearance could make a difference 
  such as Seduction rolls to attract attention, Communi-
  cation rolls to persuade someone, or Streetwise rolls to 
  get into a club, the Character rolls at a minus two (-2).
  Unhealing:  The Character with this Flaw does not 
  heal on their own, nor does traditional  medicine work 
  to restore their lost Shrugs.  For whatever reason, a 
  full	night	of	rest	does	NOT	bring	them	to	their	Maxi-
  mum Shrugs value, nor will a roll on Intelligence plus 
  Medicine.		Special	Abilities	that	Heal	lost	Shrugs	CAN	
  restore lost Shrugs to this character, but at DOUBLE 
  the Risk Cost.  However, any form of Regeneration or 
  other self-healing Special Ability WILL work for this 
  Character.	 	 Additionally,	 the	 GM	 and	 Player	 should	
  establish some skill which CAN be used to restore lost 
  Shrugs	other	than	Medicine,	such	as	Genetics	or	Re-
  pair. (New in this book)
  Unskilled:  (This Flaw may be taken multiple times)  
  For each time the Character has this Flaw, they have 
  five	(5)	fewer	points	to	spend	on	skills.
  Simon Wentworth (Order #28577493)
  
  27
  V
  Very Fertile:  (Prerequisite – Character may not have 
  the “Infertile” Flaw)  Characters with this Flaw are 
  likely to produce offspring even with casual sex.  Us-
  ing a single form of birth control (with the exceptions 
  of surgical intervention or Abstinence) is ineffective at 
  preventing unwanted pregnancies.  Characters with 
  this Flaw must use at least two forms of birth control, 
  or more, in order to prevent conception.
  Vulnerability:  There is something that can REALLY 
  hurt the Character with this Flaw.  It can be a particu-
  lar	substance,	a	type	of	energy,	the	presence	of	Magic,	
  or anything else that the Character might encounter 
  as an attack.  Examples include Silver, Sunlight, En-
  chanted Weapons, “Holiness” or Purity, Fire, Called 
  Shots to the Head, or even Love itself.  When facing 
  an attack that features their Vulnerability, a Character 
  loses	ALL	of	the	benefits	of	Special	Abilities	that	grant	
  Damage Resistance, Armor Shrugs, or Regeneration.  
  They resist the incoming Damage with only their base 
  DR (Stamina multiplied by two [Sta x 2]) and Shrugs 
  (Stamina divided by two { Sta / 2]), plus any levels of 
  the	Tough	as	Hell	Merit.		If	they	have	any	form	of	Re-
  generation or the ability to Heal themselves, they can 
  not heal Shrugs done by an attack that they are Vulner-
  able to.  Other Characters with Healing abilities CAN 
  heal this Damage, but the Character with the Vulnera-
  bility	can	NOT	do	it	for	themselves.		Most	often,	they	
  will have to try to heal normally. (From the Powers 
  Compendium).
  W
  Wanted:  The Character with this Flaw is being hunted 
  by some authority, rightly or wrongly.  If the Character 
  does not continuously cover their tracks, change their 
  name, alter their appearance and/or identity, and oth-
  erwise cover the tracks that they make in daily life, 
  some	organization	will	find	them,	catch	them,	and	do	
  unpleasant things to them.
  Weak As Hell:  (This Flaw may be taken multiple 
  times) For each time the Character has this Flaw, the 
  Character has one (1) less Shrug than normal.  This 
  Flaw cannot be taken so many times that the Charac-
  ters total number of Shrugs drops below one (1).
  Simon Wentworth (Order #28577493)
  
  28
  New Skills
  Eldritch Focus:  This is the skill of using Outsider Abil-
  ities.  It is used to activate Outside powers, and also 
  confers a knowledge of the Outside and associated El-
  dritch practices (although the Lore: Outside skill also 
  confers a certain amount of this knowledge).  
  A	 Character	 with	 the	 “Outsider”	 Merit	 can	
  use the Perception stat plus the Eldritch Focus 
  skill to detect Outside Taint, Corruption, and/
  or the use of Outside abilities in an area (gen-
  erally within a city block, or so), and to ana-
  lyze	Outside	Phenomena.		More,	they	can	use	
  their Will stat plus the Eldritch Focus skill to 
  attempt to “Stunt” Outside Abilities that they 
  do not actually possess.  Stunting Outside Abil-
  ities	costs	five	(5)	Risk	plus	the	Risk	Cost	of	the	
  ability (if any) that the character is attempting 
  to	use.		The	GM	may	assess	a	penalty	to	this	use	
  of the “Eldritch Focus” skill if the ability being 
  Stunted is particularly powerful or expensive - 
  as a suggestion, a penalty of minus one (-1) per 
  ten thousand dollars ($10,000.00) of ability cost 
  would be appropriate. (From Eldritch Victory)
  Gambling:  This is the skill of understanding the rules 
  and mechanics of games of skill and chance.  It is used 
  to engage in all manner of games which can be played 
  for money, either against other gamblers or against “the 
  house,” an established gambling facility.  It would also 
  be used by “the house” to orchestrate the facility’s in-
  herent advantages.  It represents the rapid calculations 
  of the probabilities of winning, and the knowledge of 
  the rules of games of cards, dice, and chance.  It CAN 
  be used to cheat at gambling, although the Sleight of 
  Hand skill is better suited for cheating.  The Gambling 
  skill IS extremely useful in spotting somoene who is 
  cheating and proving that cheating was done, even if 
  the cheating was done by “the house.”  The Streetwise 
  skill is better suited to knowing the dread consequenc-
  es of accusing “the house” of cheating.
  Instinct: This is the skill of using Animal Abilities.  
  Combined with Perception, it allows the Character 
  to attempt to determine what Animal Abilities others 
  may have, or to discern the moods/nature of a strange 
  animal. (From Beasts of Victory).
  Quantum Focus:  This is the skill of using Quantum 
  Levels to manipulate local reality.  It is only accessed 
  by	taking	the	Quantum	Singer	Merit.		It	can	also	be	
  used with the Perception stat to get a general feel for 
  the quality of reality in the local area; whether it’s been 
  altered by some cosmic event or even another Quan-
  tum Singer.  (From Alternate Victory One).
  Physical or Mental?
  There are a number of situations in which a Character’s 
  mind may become separated from their body, either 
  temporarily or on a more permanent basis.  This could 
  be	as	the	result	of	a	Magic	Spell,	Psionic	Discipline,	or	
  the Character may even have their mind transferred 
  from	their	original	body	to	a	body	made	of	Mechanica.		
  In all of these cases, only so much of the Character goes 
  along with their mind.
  As a rule, a Character’s mind retains it’s Intelligence 
  and Perception statistics; as well as all of the Charac-
  ter’s	skills.		Magic	Spells	and	Psionic	Disciplines	move	
  with	the	Mind	as	well,	while	Martial	Art	and	Powers	
  remain with the body.  If the move is the result of a 
  full-on	 brain	 transplant,	 then	 any	 Mechanica	 that	 is	
  installed	in	the	brain	itself	is	retained.		Otherwise,	Me-
  chanica	is	also	lost.		That	just	leaves	Merits	and	Flaws.
  Some	Merits	can	be	considered	to	be	mental	in	nature,	
  and would therefore remain with the mind... as would 
  some	Flaws.		These	are	primarily	Merits	that	involve	
  mental	function,	durability,	and	acuity.		If	it	modifies	
  or	allows	Skill	use,	it’s	likely	a	Mental	Merit	or	Flaw.		
  If	the	Merit	or	Flaw	specifically	modifies	the	Charac-
  ter’s ability to deal with things physically or enhanc-
  es	physicality,	then	that	would	be	a	Physical	Merit	or	
  Flaw, and that is lost in a brain/mind transfer.
  When	the	mind	finds	a	new	home,	the	new	body	(or	
  whatever	structure	it	finds	itself	in)	will	provide	new	
  physical	 statistics	 and	 perhaps	 new	 physical	 Merits	
  and Flaws.  This will mean secondary stats and perfor-
  mance stats will need to be calculated all over again.  
  It’s like the owner of the transferred mind has become 
  a new person, even though it’s the same old conscious-
  ness.  It’s the old software installed in new hardware.
  Note	that	some	of	these	Merits	and	Flaws	are	marked	
  with	an	asterisk	(*).		This	denotes	a	Merit	or	Flaw	which	
  LIKELY moves with the mind, but circumstances may 
  alter	this.		The	I	Am	The	Law	Merit,	for	example,	which	
  confers the rights and responsibilities of a law enforce-
  ment	official,	may	very	well	be	transferred	along	with	
  the subject’s mental patterns, but only so long as the 
  operation is a) legal and b) known and understood by 
  the	law	enforcement	agency	which	confers	this	Mer-
  it.		A	police	officer	who	is	forcefully	transferred	out	
  of	their	body	into	another	may	well	find	that	no	one	
  believes they were once an agent of a given agency... if 
  the agency itself ALSO disbelieves this, the I Am The 
  Law	Merit	may	not	transfer,	or	it	may	require	some	
  effort on the part of the transferred individual to prove 
  they are who they say they are.
  Simon Wentworth (Order #28577493)
  
  29
  MERITS that Move with the Mind
  Artificer
  Bestial	Affinity
  Coping	Mechanism	(l)
  Crafty
  Deadly Aim
  Era-Wise
  Fight One, Fight All
  Higher Tech
  Highest Tech
  Homemaker
  I Am The Law*
  Iron Will
  Master	Cook
  Military	License*
  Knowledgeable
  Mind	of	Power	(s)
  Moda	Mechanica	(s)
  Natural Engineer
  Outsider (s)
  Patronized*
  Polyglot (l)
  Quantum Singer
  Really Skilled (m)
  Rich (m)
  Riskful (m)
  Second Sight
  Shipowner (l)*
  Spell Slinger (s)
  Spotlight*
  Spy
  Steel-Trap	Mind
  Striking Presence
  Transporter
  Unfathomable
  Well-Funded (m)
  FLAWS that Move with the Mind
  Bad Cook
  Bad Driver
  Bestial
  Blood Feud (l)
  Clingy Fanbase
  Dishonored (v)
  Doubtful Presence
  Dyslexic
  Fashion Victim
  Forgetful
  Horrific	Slob
  Lower Tech
  Lowest Tech
  Malleable
  Mental	Malfunction	(v)
  OCD (v)
  Of the Outside
  Owned
  Personal Dedication (v)
  Phobic
  Poor (m)*
  Prude
  Psycho
  Puppet Strings
  Reality Flaw
  Riskless (m)
  Self-Imposed Limit (v)
  Sidereal
  Socially Unacceptable (v)
  Squeamish
  Unskilled (m)**
  Wanted (v)
  Simon Wentworth (Order #28577493)
  
  30
  Rolling Your Own
  This wouldn’t be a living document and it wouldn’t 
  need	 occasional	 updates	 if	 new	 Merits	 and	 Flaws	
  weren’t generated along with other new game materi-
  al.		There’s	no	reason	not	to	generate	your	own	Merits	
  and Flaws for whatever custom game setting or cam-
  paing you dream up, but you very well may not have 
  to.
  A	lot	of	new	Merits	and	Flaws	are	modified	versions	of	
  existing	Merits	and	Flaws.		Rather	than	writing	down	
  “Physical Limitation:  Immune to Healing” a dozen 
  times while writing a Zombie supplement, saying the 
  same thing with the new Flaw of “Unhealing” saves a 
  lot of time and effort.
  Because	you	have	Merits	and	Flaws	that	are	variable	
  and cover a number of different situations, you can ab-
  solutely	take	a	specific	version	of	that	Merit	or	Flaw	
  and rename it.  “Physical Limitation: Treats Solar Radi-
  ation as Beta Radiation” can work, but “Solarbane II” 
  is a lot more succint.
  In case you’d like to take a try and generating fresh 
  Merits	and	Flaws	from	scratch,	here	are	the	guidelines	
  from	the	Victory	Equipment	Manual.		Always	remem-
  ber;	Players,	get	approval	from	the	Game	Master	before	
  using	a	new	Merit	or	Flaw	on	your	Character.		Game	
  Masters;	approve	anything	that	seems	reasonable	and	
  steal anything that doesn’t.  Why should YOU have to 
  design all the overpowered new features in your cam-
  paign? 
  Merits
  Merits	can	do	a	few	different	things.		They	can	pro-
  vide	a	situational	bonus	to	a	specific	skill	of	plus	two	
  (+2) (such as Comely or Striking Presence) or even 
  plus three (+3) (such as Homemaker or Supple Lover), 
  or provide a bonus to an entire skill category of plus 
  one (+1) (such as Bad-Ass or Knowledgable).  Unless 
  you’re generating an all-new skill list for a Custom 
  Era,	it’s	unlikely	you’ll	need	a	new	Merit	to	add	a	bo-
  nus to an entire category.
  More,	Merits	can	provide	access	to	one	type	of	Spe-
  cial	Ability	(such	as	Martial	Artist	or	Spell	Slinger).		If	
  you are creating a new type of Special Ability, a Special 
  Merit	should	accompany	it.
  Merits	can	also	negate	a	specific	penalty	by	up	to	two	
  (2) points (such as Deadly Aim or Night’s Eyes).
  Some	Merits	can	flat-out	deny	logic	and	physics	(such	
  as	 Natural	 Engineer),	 or	 provide	 monetary	 benefit	
  (such	as	Rich	or	Well-Funded).		Merits	can	even	add	a	
  Shrug	of	Damage	to	a	specific	attack	(such	as	Haymak-
  er	or	Kick	Like	a	Mule).		If	it	contravenes	or	modifies	
  an	existing	rule	to	the	character’s	benefit,	it’s	likely	a	
  Merit.
  Before	 creating	 a	 custom	 Merit,	 you	 might	 want	 to	
  make	 sure	 there	 isn’t	 already	 a	 Merit	 to	 cover	 what	
  you’re trying to do.
  Flaws
  Flaws	do,	generally,	the	opposite	of	what	Merits	do.		
  They can provide a penalty of up to minus three (-3) 
  to	a	specific	skill	(such	as	Bad	Cook	or	Horrific	Slob)	
  or  even a penalty of up to minus three (-3) to an entire 
  skill category (such as Bad Driver).
  Flaws can reduce physical performance (such as Asth-
  matic or Can’t Jump), reduce combat damage (such as 
  Delicate Feet or Delicate Hands), or even multiply ex-
  isting penalties (such as Range Challenged).
  Some	Flaws	flat-out	deny	logic	and	physics	(such	as	
  Horrific	Slob	and	Sidereal),	or	provide	monetary	det-
  riment	(such	as	Poor).		If	it	contravenes	or	modifies	an	
  existing rule to the character’s detriment, it’s likely a 
  Flaw.
  There are a number of Flaws already in play that are ex-
  tremely variable, and can cover a lot of “new” ground.  
  These	 Flaws;	 Dishonored,	 Mental	 Malfunction,	 Per-
  sonal Dedication, Physical Impairment, Self-Imposed 
  Limitation, Socially Unacceptable, and Wanted cover 
  a LOT of ground.  Before creating a custom Flaw, you 
  might want to make sure that one of these, or another 
  Flaw, doesn’t already cover what you’re trying to do.
  AEvery time I thought I was done with this book, 
  something else jumped up (or was suggested) that 
  needed inclusion.  Even though this is meant to be 
  a living document and will be seeing updates over 
  time, I wanted it to be as complete as it could be on 
  first	release.
  Here	it	is,	then;	all	the	Merits	and	Flaws	that	exist	in	
  the Victory System up to this point in time (this being 
  August of 2018).  This book is a little light on the graph-
  ics, but it’s much more about reference than most of 
  the other books in Victory.  As time goes on and more 
  books	are	added	to	the	lineup,	and	more	Merits	and	
  Flaws	come	into	existence,	the	files	for	this	book	will	be	
  updated.		If	YOU	come	up	with	new	Merits	and	Flaws	
  you’re proud of, hit us up at
  http://www.TheVictorySystem.com
  And share them!
  Simon Wentworth (Order #28577493)
  
  31
  Simon Wentworth (Order #28577493)
  
SOURCE: textdata/thevault/Victory System (victory)/Books - Victory System - Merits and Flaws Compendium.pdf