TO Incorporate that you would need the Freebie Point system as well I would go over the Flaws and merrits and quantify the new rules for use with the campaign
Otherwise treet them like negative and positive feats
An example of how you could change the quantification of rules would be something like this....
Sorcerous Awareness [ 4pt Merrit ]
Naturally born with the ability to see when any of the devil's arts ( I.E. Magic) are in use, or has been recently used within a 10 ft radius of yourself.
Benefits; your character is able to see magical aura's as with the spell Detect Magic as cast by a fourth level spell caster within a 10ft radius of his person. Characters with this merrit do not have to activily try to see the magical aura's but do so as if by normal sight.
Weak Willed [ 3pt Flaw]
Your character has always been easy to fool, and most long term friends ( and enemies) know you to be gullible.
Detriments; Characters with this flaw recieve a -2 Miscelanious modifier to their Wisdom score, and an additional -1 to all Will saves. A Characters Wisdom can not go below 3 by selecting this flaw
Practiced Force of Will [1 pt merrit]
You have learned to overcome your naturally gullible state, and have realized that not everything people say is true.
Prerequisite; Weak Willed, Wis 9+
Benefits; A Character who takes this Merrit counteracts the -1 to all will saves due to being weak willed.
Innocent [ 1pt Merrit]
Your are always thought of in the most positive of ways, no one would assume that you ever did anything wrong. Villains may see you as a naive pawn for their evil plans.
Prerequisite; Cha 13+
Benefits; If your character does something wrong that can not be readily identified as something you did, someone else will most likely get blamed. This does not mean that you ARE innocent, but that others see you as such. Characters roll a Charisma check ( DC 13 + Targets Intelligence Bonus) to determine whether or not your character is caught.
Heavy Sleeper [ 2pt Flaw]
It takes more than a gentle nudge to get you up
Detriment; It is harder for your fellow adventurers to wake you. During a nighttime attack your character must succeed at a Will save (DC 15) to determine whether he wakes up. Characters who take 1hp of damage (Subdual or other wise) are effectively awake.