Merits/Flaws

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What follows is a list of merits and flaws that we do not allow.

Merits

Merits tend to be banned because they are either mooted by setting, obsoleted by house rules, beg for abuse without providing much in the way of good story, or are a titanic hassle for staff. NOTE that a merit or flaw may be banned in one sphere, but not others.

Changeling: The Dreaming

Merit (Cost) Rationale
Jack of All Trades (5) Obsoleted by 20th Anniversary handling of the same merit.
Living Legend (5) Too disruptive on a MUSH.
Inspiration (4) Gift of Pan is already this flexible here.
Black Market Ties (1-5) No kith or kin has been here long enough to establish this.
Judicial Ties (2) No kith or kin has been here long enough to establish this.
Media Ties (2) No kith or kin has been here long enough to establish this.
Nightclub (2) No kith or kin has been here long enough to establish this.
Church Ties (3) No kith or kin has been here long enough to establish this.
Corporate Ties (3) No kith or kin has been here long enough to establish this.
Entertainment Ties (3) No kith or kin has been here long enough to establish this.
Police Ties (3) No kith or kin has been here long enough to establish this.
Political Ties (3) No kith or kin has been here long enough to establish this.
Underworld Ties (3) No kith or kin has been here long enough to establish this.
Corporate CEO (5) No kith or kin has been here long enough to establish this.
Blood of the Wolf (4) Just... no.
Werewolf/Vampire Companion (3) Make friends on grid.
Guardian Angel (6) Too much work for staff on a MUSH.
Seeming's Blessing (5) Obsoleted by house rules.
Boon of Fate (1-5) No immunities, thanks.

Mortal+

Merit (Cost) Rationale
Corporate CEO (5) Living a double life precludes this kind of time.
Werewolf/Vampire Companion (3) Make friends on grid.
Guardian Angel (6) Too much work for staff on a MUSH.

Mortal

Merit (Cost) Rationale
Werewolf/Vampire Companion (3) Make friends on grid.
Guardian Angel (6) Too much work for staff on a MUSH.

Flaws

Flaws tend to be banned because they make headaches for staff or are inappropriate for the setting. Where possible, alternatives have been suggested. NOTE that a merit or flaw may be banned in one sphere, but not others.

Changeling: The Dreaming

Flaw (Freebies) Rationale
Twisted Apprenticeship (1) I'd rather you played pre-chrys.
Divided Loyalties (3) The War isn't happening, this flaw is moot.
Hostage (1-5) Inappropriate for our setting.
Lost Horizon (4) Any such Eshu confined to Detroit are gone with the rest of the County.
Nemesis (5) Too much hassle for staff.
Mortal Inhibition (4) Too hard to interact with the world.
Hibernation (5) Given our time frame, this flaw would prevent you from playing for 8 months at a time.
Stolen Tooth (3) Not appropriate for MUSH.
Hag-Ridden (4) Too much work for staff.
Arcadian/Ancient Oath (2-5) Problematic formulation, consider Geas instead.
Absent-Minded (3) In the age of logs, this flaw is rather meaningless.
Vengeance (2) Not appropriate for MUSH.
Chimerical Magnet (5) Suppressed for now, and beyond obnoxious besides.
Oathtaken (4) The war is not happening, this Oath is not used. Consider Geas instead.

Mortal+

Flaw (Freebies) Rationale
Absent-Minded (3) In the age of logs, this flaw is rather meaningless.

Mortal

Flaw (Freebies) Rationale
Absent-Minded (3) In the age of logs, this flaw is rather meaningless.