Well, because the listing of merits and flaws in version 2.0 grew so dramatically from version 1.8 I decided to isolate them into their own chapter. I hate to just list the merits and flaws without giving their text but to go any further would be pushing White Wolf (not to mention their lawyers) a wee bit too far. However, from the information given here you should be able to get a good idea of how to use merits and flaws even without running out and buying a bunch of new books or make a decision on which White Wolf books you might want.
Traditionally White Wolf has included Merits and Flaws in the Player's Guides for their various games and I assume they have done as much for Street Fighter but I haven't bought it You should experiment with variations and new ones. Here are various selections from the White Wolf games that are most appropriate and useful. Others may also apply depending on your game.
The Storyteller should decide when a merit or flaw comes into effect and what their effect on game mechanics is. They should be thought of as fluid enhancements to the characters, not merely extra power.
|L E G E N D :|
|Merit or Flaw's||Point||Whether It Is A||Vampire's||Werewolf's||Mage's|
|Name||Value||Merit or Flaw||Player's Guide||Player's Guide||Player's Guide|
|* means that if it applies to a supernatural community it can reinterpreted|
|ie. Boon - instead of a favor from an elder vampire it is from a Sensei or something|
|Absent Minded||3 pt.s||Flaw||Vampire||Werewolf||Mage|
|Acute Senses||1 pt per Sense||Merit||Vampire||Mage|
|Allergic||1 - 3 pt.s||Flaw||Vampire||Mage|
|Bad Sight||2 pt.s||Flaw||Vampire||Werewolf||Mage|
|* Boon/Favor||1 - 3 pt.s||Merit||Vampire||Werewolf||Mage|
|Calm Heart||3 pt.s||Merit||Vampire||Werewolf|
|Code of Honor||1 pt||Merit||Vampire||Mage|
|Common Sense||1 pt||Merit||Vampire|
|Danger Sense||2/3 pt.s||Merit||Vampire||Werewolf||Mage|
|Dark Secret||1 pt||Flaw||Vampire||Werewolf||Mage|
|Double Jointed||1 pt||Merit||Vampire||Werewolf||Mage|
|Hard of Hearing||1 pt||Flaw||Vampire||Werewolf||Mage|
|Huge Size||4 pt.s||Merit||Vampire||Werewolf||Mage|
|* Infamous Sire||1 pt||Flaw||Vampire||Mage|
|* Insane Sire||1 pt||Flaw||Vampire||Mage|
|Iron Will||3 pt.s||Merit||Vampire||Mage|
|Light Sleeper||2 pt.s||Merit||Vampire|
|Low Self Image||2 pt.s||Flaw||Vampire||Werewolf|
|Mistaken Identity||1 pt||Flaw||Vampire|
|One Eye||2 pt.s||Flaw||Vampire||Werewolf|
|Perfect Balance||3 pt.s||Merit||Mage|
|Phobia||1 or 3 pt.s||Flaw||Vampire||Werewolf||Mage|
|Pitiable||1 pt||Merit||Vampire||Werewolf||* Prestigious Sire||1 pt||Merit||Vampire||Mage|
|* Reputation||2 pt.s||Merit||Vampire||Werewolf||mage|
|Self Confident||5 pt.s||Merit||Vampire||Werewolf||Mage|
|* Sire's Resentment||1 pt||Flaw||Vampire||Mage|
|Speech Impediment||1 pt||Flaw||Vampire||Werewolf||Mage|
|True Love||1 pt||Merit||Vampire||Werewolf||Mage|
|Weak Willed||2 pt.s||Flaw||Vampire||Werewolf|
|Business Sense||2 pt.s||Merit||You are at -2 difficulty in any attemtps to make money.|
|Business||3 pt.s||Merit||You own a business (ie. restraunt, disco) where you make money and meet people.|
|Enhanced Attribute||3 pt.s||Merit||With experience you can raise one set of attributes (ie. Physical) up to eight.|
|Supernatural Companion||3 pt.s||Merit||treat as the various white wolf merits - ie. Vampire Companion|
|True Love||4 pt.s||Merit||A variant of the 1 point version in the White Wolf books. Your love guides you on. You may have trouble expressing it at times but it gives you life meaning. You gain +3 to all dice results when trying to protect your love and in crisis situations the thought of your love will give you two extra willpower points, even raising your score above ten.|
|Bad Direction||1 pt||Flaw||You tend to get lost easily if you don't have a good map or excellent directions. Ryouga has a five point version.|
|Bad Timing||1 pt||Flaw||Your perceptions of time get warped, turning hours into seconds or seconds into days - always late or early.|
|Meddling Sire||1 pt||Flaw||Treat as Sire's Resentment.|
|Venus's Curse||2 pt||Flaw||You tend to be extremely attractive to the opposite sex - unfortunately this attraction only seems to manifest itself in ways that will inconvenience you. For some characters like Ranma it may be a 3 or 4 point flaw.|
|Ward||3 pt.s||Flaw||You are devoted to protecting someone who can't stay out of trouble. They are usually a non-combatant.|
|Abductee||4 pt.s||Flaw||You seem to attract the attention of those who would kidnap you - for all kinds of reasons and regardless of your normal apptitudes you seem powerless to stop them a significant portion of the time and must be rescued.|
note : we are beginning to get into some Chinese names here. I know no, absolutely none, zilch, zero, zip about Chinese. If someone else wants to help me out with this - fine. Otherwise, don't complain. BTW, Jusenkyou Curses should not be confused with the Flaw - Cursed.
Inevitably, some players are going to want to get Jusenkyou curses. Transformation curses are very difficult to define as merits or flaws. As flaws all curses chare in common the trait that the characters can not control the transformations. That's where the similarities end however. A variety of factors need to be determined when deciding on a curse. In order to classify a transformation curse as a merit or flaw it is necessary to define all aspects of the curse's effects (near impossible) and then ascribe point values to all (hard). What physical traits or special abilities (ie. flight) will the new body have, how might it affect social interactions, and will it effect you emotionally or mentally. Will you have bizarre talents like squirting ink? How do you react to the curse and will that change? And what of all the things you do not anticipate? Does a pig have enhanced smelling? Might that carry over for the human form? What about a special opprotunity to learn pig-fu or something?
With all that said it becomes obvious that the initial instinct to classify Jusenkyou curses as merits or flaws is wrong since no definitive point value can be ascribed to them. This should not be a deterant, however. Many merits or flaws in certain hands can actually be far more beneficial or impairing with certain players than it in theory should. It would be idiotic to demand that everything would be strictly ordered and defined in Ranma 1/2 anyway - the very nature of the genre demands constant change and revelation.
So how do you choose a curse? You can either select one or get one randomly. The random option is more in keeping with the spirit of the Ranma 1/2 genre. You can create your own random charts or use the one presented here. The chart below lists thirty options for curses. If the Storyteller ever feels that a player is getting away with too much with a curse they can come up with something that will make the character's life much less pleasant.
Notes on The Curses
First roll one ten sided die, and then roll on the chart that the dice roll indicates below. Then roll another ten sided die for the chart you've ended up on. Those listed with chinese names are actual curses from the manga or anime.
|1 - 5||Table A|
|6 - 9||Table B|
Idea : Create a second character sheet for your transformed state.