Difference between revisions of "Disadvantages"

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Disadvantages are traits similar to Advantages, which all characters possess. Where Advantages represent those traits which give a character the upper hand in situations, Disadvantages represent those traits which get them in trouble, or paint a less-than-pretty picture about who they are as people. Disadvantages are divided into two categories, and all players are required to have a minimum of three satisfactory flaws, with an emphasis on the first category.
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Disadvantages are similar to Advantages, in that all characters have them. They represent a character's foibles and vulnerabilities, and often get shorthanded to Flaws (or +flaws codewise). All characters are expected to have a minimum of three reasonably strong flaws; you can have more but it's not mandatory.
  
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Our primary model for what constitutes a valid flaw is drawn heavily from a tabletop system called FATE, in which a character's Flaws are called "Trouble". These are characteristics that can complicate a character's life, and ideally ones that you'd LIKE to see come into play rather than an obligation to be fulfilled and if possible ignored. One example of a good flaw from existing fiction is Marty McFly's (Back to the Future) knee-jerk reaction to being called a coward. Almost invariably, he flips out and lets it go to his head, and allows himself to be manipulated into doing something he'd really otherwise rather not. Weaknesses -- such as vulnerability to kryptonite, or elemental weaknesses common to RPGs -- are also fair flaws.
  
# Personality Flaws. These are pretty self-explanatory. People aren't perfect, and they have traits that are negative because that's just how they are. An extreme example would be Severus Snape from Harry Potter, who although heroic, was unquestionably a nasty, toxic human being. While Staff understands that some real-life psychological illnesses may seem like an easy go-to answer for personality flaws, these will often be scrutinized closely because of a tendency for poor/offensive portrayal of real psychological problems. At least one of your flaws must be in this category.
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Between character behavioral quirks and superhero-style weaknesses, we'd definitely prefer to see the quirks emphasized. Having said so, please tread carefully when it comes to characters who are just kind of jerks, or who have real-life psychological issues. Unless we're confident you're not just using it as an outlet to be a jerk yourself (it's happened), or that you can portray the issue faithfully / without making a joke of it, we may want you to select something else.
# Weaknesses. These are also pretty self-explanatory, but vary a lot more. Maybe your character is missing a limb. Maybe they have an elemental weakness to electricity. Maybe they're terminally ill. If you have to emphasize one section of your Disadvantages over the others, #1 is preferable, but you shouldn't neglect this either.
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Joke Disadvantages do not count towards your minimum disadvantages. Some traits may conceivably be valid disadvantages, but won't count towards your minimum because they're not portrayed that way. If for example your character fights strictly non-lethally but that's never the wrong thing to do, it's not really a disadvantage.
Joke Disadvantages do not count towards your minimum disadvantages. Some traits may be valid disadvantages, but not strong enough to count towards your minimum. If your character fights strictly non-lethally but that never proves to be the wrong thing to do, it's not really a disadvantage.
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Revision as of 19:59, 27 July 2016

Disadvantages are similar to Advantages, in that all characters have them. They represent a character's foibles and vulnerabilities, and often get shorthanded to Flaws (or +flaws codewise). All characters are expected to have a minimum of three reasonably strong flaws; you can have more but it's not mandatory.

Our primary model for what constitutes a valid flaw is drawn heavily from a tabletop system called FATE, in which a character's Flaws are called "Trouble". These are characteristics that can complicate a character's life, and ideally ones that you'd LIKE to see come into play rather than an obligation to be fulfilled and if possible ignored. One example of a good flaw from existing fiction is Marty McFly's (Back to the Future) knee-jerk reaction to being called a coward. Almost invariably, he flips out and lets it go to his head, and allows himself to be manipulated into doing something he'd really otherwise rather not. Weaknesses -- such as vulnerability to kryptonite, or elemental weaknesses common to RPGs -- are also fair flaws.

Between character behavioral quirks and superhero-style weaknesses, we'd definitely prefer to see the quirks emphasized. Having said so, please tread carefully when it comes to characters who are just kind of jerks, or who have real-life psychological issues. Unless we're confident you're not just using it as an outlet to be a jerk yourself (it's happened), or that you can portray the issue faithfully / without making a joke of it, we may want you to select something else.

Joke Disadvantages do not count towards your minimum disadvantages. Some traits may conceivably be valid disadvantages, but won't count towards your minimum because they're not portrayed that way. If for example your character fights strictly non-lethally but that's never the wrong thing to do, it's not really a disadvantage.