Difference between revisions of "Disadvantages"

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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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Disadvantages represent a character's foibles and vulnerabilities, and often get shorthanded to flaws (or +flaws). All characters are expected to have a minimum of three flaws; you can have more but it's not necessary. Disadvantages are sorted into three characters, of which you must have at least one of each: '''Trouble''', '''Significant''', '''Minor'''. You can also have more than a Minor for the third if desired, but it's not required.
  
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.
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A '''Trouble''' is the equivalent of a Defining disadvantage. It should be rooted in your character's personality. It's a way they act that gets them in trouble, and it should be something that can't really be fixed or totally mitigated. If your Trouble can be totally mitigated or ignored, it's not a Trouble. A good example of a Trouble is Marty McFly being baited into doing anything and everything risky when he's called a coward in Back to the Future.
  
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.
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A '''Significant''' disadvantage can be anything. It can be another personality deficiency, a physical weakness, etc. It should be, as the name implies, nontrivial.
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A '''Minor''' disadvantage likewise can be anything.
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An example of a "non-flaw", that is a '''Trouble''' that does effectively nothing: Hot-Headed Guy: Hero A is a very hot-headed guy. He gets angry easily and rushes his way into problems constantly. However, if he knows someone is trying to make him get angry, he's smart enough to stop himself from getting baited into making these mistakes. He also listens to his allies when they tell him to calm down or they need him to keep an even head for the mission.
  
  

Revision as of 23:45, 12 January 2017

Disadvantages represent a character's foibles and vulnerabilities, and often get shorthanded to flaws (or +flaws). All characters are expected to have a minimum of three flaws; you can have more but it's not necessary. Disadvantages are sorted into three characters, of which you must have at least one of each: Trouble, Significant, Minor. You can also have more than a Minor for the third if desired, but it's not required.


A Trouble is the equivalent of a Defining disadvantage. It should be rooted in your character's personality. It's a way they act that gets them in trouble, and it should be something that can't really be fixed or totally mitigated. If your Trouble can be totally mitigated or ignored, it's not a Trouble. A good example of a Trouble is Marty McFly being baited into doing anything and everything risky when he's called a coward in Back to the Future.


A Significant disadvantage can be anything. It can be another personality deficiency, a physical weakness, etc. It should be, as the name implies, nontrivial.


A Minor disadvantage likewise can be anything.


An example of a "non-flaw", that is a Trouble that does effectively nothing: Hot-Headed Guy: Hero A is a very hot-headed guy. He gets angry easily and rushes his way into problems constantly. However, if he knows someone is trying to make him get angry, he's smart enough to stop himself from getting baited into making these mistakes. He also listens to his allies when they tell him to calm down or they need him to keep an even head for the mission.