Monash the RolePlaying

Background Picks: Merits and Flaws

by Tim Betz and Ken Blakey

Merits

Committee Position (1-3):
As a member of the MURP committee, you are able to influence events and activities held by the club.

  1. First year rep, Librarian, assistant treasurer.
  2. Treasurer, Secretary, Vice-President, publisher.
  3. President.

Extraordinary GM (2-3):
You are a GM of the finest calibre, at least as far as MURP is concerned. People are always willing to play in a game you're running. If you take the 3 point version of this pick your reputation for running good games extends to one or both of the local major conventions.

Female (3):
All characters with this merit gain +2 when using Appearance or Manipulation against characters that are Male, or that have the Lesbian or Lipstick Lesbian background pick.

Gainfully Employed (3):
You have a decent paying job in your chosen profession. This does not necessarily exclude you from still being a student, however if this is the case you may ignore any study related stress checks, and the My God! Exams!! rules do not apply to you.

Own Car (1):
Adds +1 to all Seduction rolls, and +1 to Status if used to offer lifts home.

Own Computer (1-2):
Adds 1 step to your geek status level.
At level two of this pick, isn't even obsolete yet.

Own Palm Pilot (1):
Adds 2 steps to your geek status level.
Subtract 5 from all social rolls if you have the palm pilot in your possession. Roll once a week on the "Arrgh! need more batteries" Table. This roll is cumalative with the roll for the Own Vibrator pick.

Really nice hair (1):
Adds 1 to any opposed Centre of Attention rolls.

Secret Society Membership (1-5):
You are a member of one of the many secret societies that runs through MURP. A single point merit is membership in a very weak society, or one that must remain secret, whereas five points might indicate membership in a powerful, open society. See MURP Secret Societies Supplement for examples of societies.

Some of my best friends are Freeformers (2):
In fact, they write them...
There is a 75% chance that you will get given a main character in any freeform that you enter. If this is the case then you gain +6 in any Centre of Attention rolls made during the freeform against any non-main character. You also gain +3 on the I want that trophy roll for the freeform if it is at a Con (+5 if the trophy is players choice).

Uninhibited (2):
You may break any of societies taboos in private, without a willpower roll. You may ignore the -2 penalty for doing so in public.

Flaws

Biology Student (1):
You may not choose more than 2 points worth of skills from the computing category (It may be increased with experience as normal). You may take any amount of Science : Biology regardless of other Merits/Flaws.

Career Student (2):
It is your ambition to remain a student at the university for at least 6 years. As the game progresses you must secure a meagre source of income (preferably from the Government) and convince the University that you should be allowed to stay. You may however ignore any study related stress checks, and the My God! Exams!! rules do not apply to you.

Designated Driver (2):
More often than not you end up being the designated driver. As a result you may not have more than one glass of alcohol in any Party situation, nor may you partake of any other mind-altering substances. The chances of someone Taking you home dru nk are reduced to zero (or divided by 4 if they have the conceal alcohol skill).
This flaw only costs 1 if you have the pick Own car.

Easy (2):
More often than not you find yourself waking up in someone elses bed. Whether this is because you really like sex, or just can't say no, is up to you. Double bonuses to any rolls against you on the Why don't you come back to my place Table.

Enemy of the Week (2):
All Bitching rolls against you are at +1, and you must subtract 2 off any Centre of Attention rolls.

Fetish item (1-4):
Any character may add 2 to any action involving you and the fetish item. The cost of this flaw is dependent on the nature of the item, and is up to the GM. The following list can be used as a rough guide as to what certain items are worth.

  1. rare items - Nasal Sex, Dead thangs.
  2. uncommon items - Leather, restraints, knives.
  3. common items - Lynx, nice arms, breasts.
  4. very common items - People who are breathing.

Honours (3):
-3 from all social rolls. Any stress checks are immediately increased by one step. Any bonuses from being a committee member are negated during the academic year.

I think my housemates are going to kill me (1):
May not be taken in conjuction with the Lives with Parents pick. Subtract 2 from any rolls made on the Why don't you come back to my place Table.

Lives with Parents (2):
May not be taken in conjuction with the I think my housemates are going to kill me pick. Subtract 3 from any rolls made on the Why don't you come back to my place Table.

Neo-Luddite (3):
You may not take any technological based skills to begin with. They increase at triple the normal cost in experience. This flaw is only worth 2 if taken in conjuction with Flaw Biology Student

Repressed (2):
You must make a successful willpower roll to take any action, apart from fleeing or staring at the ground, when anyone is being uninhibited in your presence.

Roleplaying Addict (2):
You just can't seem to be playing enough games at once. When you take this flaw, choose a night of the week except Thursday. This is the only night you have free from Roleplaying commitments. If you have the pick Extroadinary GM you must either, spend at least 5 hours a week working out the plot for various games, or have 3 dots in the Make shit up off the top of your head skill.

Under the table (2):
Alcohol affects you more easily than most people. A whole bottle of red would probably leave you lying on the floor uable to do much but writhe around naked trying to stop the world from spinning.
Double any effects alcohol has on you, and ignore the first two levels on the Inebriation Table.