Pay-for-flaw system examples?

Halivar said:
Hrmm.. that's a unique system, Heretic. Perhaps you should dig in and try a hand at it yourself.

It's not all that unique. As I stated, someone mentioned this system as being in the game Nobilis.

Being heavily short on cash, I'm unwilling to invest in a new system sight unseen. (Food, shelter, and clothing seem SO much more important. :) )

Also, I'm not creative enough to manage designing it myself, and DEFINITELY lack the resources to playtest it...
 

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Nobilis, page 127
The Chamomille Law:
"There is energy in adversity"

The section on Restrictions is most apt; miracle points (MPs) are paid to the Power when the restriction comes up. Some examples:

Cannot Cross Running Water
The character receives an MP when their inability to cross running water costs them precious time. If the time is not precious, they receive nothing; if the time they lose is crucial, they gain 2 or more MPs.

Cigarette Bond
The character is formally bound to befriend anyone with whom they share a smoke, and cannot resist an offer of a cigarette. This gives 1 MP when it binds the character to a nice Power, 2 MPs when it binds them to an enemy Power, and 3 MPs when it binds them to an Excrucian.

Compromised
Someone has specific information they could use to blackmail the Power. The player cannot tke this Restriction if some NPC already, to their knowledge, has the relevant information. This Restriction gives 1-3 MPs when the character is blackmailed into doing something, depending on the outrageousness of the request.

Honest
The character does not lie, and receives a MP when a lie would be very useful.

Players can request that the Hollyhock God (DM) arrange matters so that one of their restrictions comes into play (e.g. when an extra MP or two would be helpful). The value of a restriction can be adjusted during a campaign, if it is determined to be worth more or less than initially thought.

Miracle Points are used by Powers to create miraculous effects. It is a complex system, and can't really be equated with anything in D&D.
 

Also, I'm not creative enough to manage designing it myself, and DEFINITELY lack the resources to playtest it...

Hey Heretic, just open a thread on House Rules and invite submissions. Who needs playtesters? Bah! Our fellow ENWorld'er's are pretty good at "adjustive" criticism.
 

Just found out that the system I describe is also in the 7th Sea (from AEG) books.

Anyone with the Swashbuckling d20 book from AEG know if they reproduce that system for d20?
 

Okay, looked at a couple of reviews on enworld.org. The flaws in Swashbuckling Adventures d20 allow you to take an additional feat. So it's typical of the GURPS system, not the system for which I'm looking.

Maybe I'll just have to buy (again...) the sourcebook for 7th Sea (non-d20) and adapt it...
 

Heretic Apostate said:

Maybe I'll just have to buy (again...) the sourcebook for 7th Sea (non-d20) and adapt it...

I'd take a look at Spycraft and the backgrounds. They're interesting. The player can cash in skill points for vague "backgrounds" for their character, like a Romance, a phobia, amnesia, a vendetta, or even for the DM to suprise you.

Every time it comes up there is an XP reward per the sevarity of the challange. If the situation in the background is currently the focus of the addventure, for example if the Mage's true love has been kidnaped by the fighter's hated archenemy, then they both get a double XP bonus for their backgrounds.

If the DM ignores this for too long after the background has been made, agreed apon, and points paid, (the book says three addventures) the player get ten times the normal XP reward as it was a sign of trust that the DM abused.

If it is not, the player will have to deal with it per the rules. THe more they pay, the more often the condition comes up (example, if you have a
 

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