Yeah, of course, feel free to put stuff from these characters in your perks. I saw that after I had already done most of the work on this, and went to the FFG forums to see if anyone had done anything similar. I liked 'em, but I prefer the idea of having a "character", like most other cooperative games, with a name and some flavor specific to each character. I'm a role-player at heart, so it just fits better for me.
I can see what you guys are saying about it making the game easier, but that (surprisingly) hasn't been my experience. Initially, most of the characters had pretty serious drawbacks if they had a good power. However, what I experienced in the two playtests I did was that we lost both times. In the couple of times I had played the game previously, we won every time. This suggested to me that the characters were a little too flawed, so I scaled back on the flaws. It's entirely possible that this experience was just statistically unusual - I'm not sure what kind of odds Red November really has in terms of win/loss ratio if played well, having only played the game four times. I talked about the idea of this variant the first time we played, and my gaming group expressed immediate interest, which is why I put this together after having not played the game too many times.
In my initial draft of this variant, I said that you always failed on a fix-it roll on a 9 or a 10, rather than on a 10 (as it is in this version). I instituted that rule for two reasons - to make rerolls more important (as several characters had reroll abilities specific to a task) and to make the game more difficult to compensate for the additional powers making the game easier.
The character's abilities were different in the first draft, too. One or two characters had a flaw where bad things happened to them if they rolled a 10 on a fix-it roll - I think the chief engineer had to draw an event card if he rolled a ten, and the mechanic had to discard a random item. Something along those lines. The captain had a mechanic to give people reroll tokens through inspiration, instead of his Hidden Stash power. The gadgeteer's power was to make a fix-it roll to draw a few cards from the top of the deck and pick one of them to go into her hand.
Which abilities seem too powerful to you? Anything in particular?