A New Take On Merits And Flaws
Taken from my own homebrew system (coming soon to a tabletop nowhere near you!), here's a way to mix up merits and flaws into the Wushu mix.
Note: This system replaces the "when your flaw is in play, you roll against a 1 for all challenges"
The players must take a flaw. They'll probably want more than one, but you'll see why in a bit. The player can choose to activate their flaw, which must cause them and/or their companions a signifiant problem.
When they do, they gain a point of chi. The player can also create merits, and then activate them with a point of chi. When a player activates a merit, the gm gains a point of chi to use against the PC's, or for thier villans. The gm can spend thier chi to activate a PC's flaw, as well as activating the villans merits. If the PC can guess the villans flaw, they can activate a villans flaw with a point of their chi.
So, if you want to load up on flaws, you can get points by activating them, and getting yourself and your mates into the crapper. Oh, and if you activate a flaw, and your mates get dragged into it, they get TWO points of chi.
If the gm wants to make an event go down, such as causing the PC's to be kidnapped, they can give everyone a point of Chi and declare the event to occur.
Aaron J. Smith.