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Trinity RPG - Merits/Flaws and Aptitudes


Rorx

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Obviously the Noetic ones are pretty straight forward, but given how some of the Aptitudes work shouldn't they get some benefits/penalties from the Merits/Flwas?

For example, Teleportation is largely based on how Familiar the psion is with the location/person/object - surely having an Eidetic memory would be of a benefit?

or

How about the Orientation Mode from Psychonavigation and Sense of Direction, perhaps it should give the equivalent of a bonus success or two towards extra detail, but only if you get enough to succeed in the first place.

Indeed is there more Merits (Noetic or otherwise) that should be included (perhaps from the other parts of the Trinity Universe that I don't have any Merit/Flaw sections for).

Any other from the crew, or is it a silly idea?

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Some suggestions/proposals

Eidetic Memory - reduces time to reach a stage of Familiarity (for Teleportation/Telepathy or whatever) by one stage.

Presumably the increased Attunement range from Enhanced Attunement would also count for powers/Modes that had a range of Attunement?

Addiction - the withdrawals should be maskable/treatable with a number of BK/VK/QK powers.

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Ok, how about th eother way round, should it be possible/easier to buy a Merit with xp, after you havea suitable Psi power?

Examples.

Orientation could give a reason to get Sense of direction

Babel Effect feeds nicely into Natural Linguist

Interface and/or a power that finds weaknesses could allow someone to develop the Natural Engineering type Merits.

Any thoughts or additional ones towards making up a list/index?

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