Talents & Flaws
This is an optional add-on for Blur characters who can't seem to fit everything about their character into Traits. Talents are great for building super powers, character backgrounds, and cybernetic implants. Flaws add depth to a character, inject a lot of entertainment into games, and give players a way to earn Karma during play.
I've never been fully satisfied with systems that make players take flaws to balance out their talents. For one thing, the frequency with which a talent or flaw comes into play during a game session is never even, so you're either getting screwed (by frequent flaw activation) or you're getting off easy (because you never have to "pay" for your talents). Plus, it often leads to characters with tacked-on flaws that don't fit their concepts. The player just had to take something to balance their talents.
Blur ties talents and flaws to the Karma system in order to make them self-balancing. Whenever a player chooses to role-play a flaw to their character's tactical disadvantage, that player gets a point of Karma. Every time a character uses a talent and gains a significant benefit from it, the GM adds a point of Bad Karma to their pool. This way, the price is paid during gameplay, rather than character creation, and each talent/flaw works independently. (Of course, it's always a good idea for PCs to have at least one flaw, since they're the best way to earn Karma during a game.)
NPCs can also have Talents and Flaws. If an NPC uses a Talent against a player character, the GM should either cash in a point of Bad Karma or, if they don't have any, award the affected player a point of Karma. However, NPCs never generate Karma of any kind for role-playing their Flaws. That's just what good GMs do to make games more entertaining.
Talents are special things about a character that go above and beyond their Traits. Usually, they're things the character can just do, without resorting to the cards, or things that add to a Trait, making some other action easier.
More $ than God - The character is fantastically wealthy. They have a few effectively limitless credit cards, fat bank accounts, and property around the world. Given a phone call and a few hours, they can acquire just about anything.
Super Strength - If the character only needs to use their Traits for strength-related actions if they're of superhuman proportions. Anything a normal human could do, they can do automatically.
Endless Ammo - In all but the more impossible situations, the character can always find another clip of ammo in a pocket, a dufflebag, or just laying around. Most of the time, they can also reload remarkably fast.
Sidekick - The character has a minion, pet, or partner of some kind. It's usually loyal and only occasionally gets the character into trouble. The sidekick should have its own Traits, just like any other character.
Flaws are things that cause a character problems. A player never has to role-play a flaw, characters from fiction overcome their flaws when it's important all the time, but doing so will earn them Karma. Yummy.
Theatrical - The character has a flare for the dramatic that's hard to control. They tend to be loud, talkative, flashy, and crave being the center of attention. When a situation calls for discretion, stealth, or clear thinking, they're in trouble.
Elderly - Whatever their Traits may indicate, the character is old and decrepit. They have trouble with tasks that require strength or endurance, and don't bounce back from injury like they used to.
Achilles' Heel - The character has some special weakness that nullifies one of their Talents or incapacitates them in some way. It's your generic Kryptonite, stake through the heart, crippling phobia kind of Flaw.
Infamous - The character's reputation, usually bad, is known by a significant number of people (cops, gangsters, girl scouts) in a wide range of places. They're always being recognized (and mobbed, chased, whatever) or trying not to be recognized.