|
|
|
#8 |
|
Join Date: Dec 2007
Location: Brooklyn, NY
|
See, I'd like to use a "quirk" as a jumping off point for building a flexible "disadvantage tool" for my GM toolset.
Giving it a self-control number (or, alternatively, adding the "Uncontrollable" modifier to it to force the player to make Will rolls) would provide the base mechanic for whether the disadvantage is triggered or not. The quirk would, at it's base, be a "do-nothing" quirk, and that's by my desgn. No player could take it that way, obviously (it'd be a free point). That's much the same way that no player would ever take Affliction without any modifiers - it'd do exactly nothing for 10/level. The comparison to Affliction is not without reason - my goal is to use this as a base to do a "Self-Affliction" disadvantage. Using the Temporary Disadvantage and Nuisance Effect: Backlash modifiers as inspiration, I'd allow any and all Affliction modifiers, at my discretion, to be applied to the quirk as enhancements (increasing it's value). I feel like this could be used to build some highly customized disadvantages, and also to build some currently difficult character concepts. I'd optionally let a player take it with a "Secret disadvantage" (extra -5 points on the total disadvantages point value), and then this could either be paid off or else the "secret disadvantage(s)" could be different each time, up to my discretion - sort of a self-affliction of a "disadvantageous Cosmic Power" (it could be anything bad, I can rearrange the points at my whim as the GM). Of course a player would have to want to take something like this, or else it'd be bundled into some villain's "curse" (an Affliction of this horrid thing). I just wanted to approach doing this in the closest to RAW way as possible (remaining aware it's a deviation in more than a couple of places). What do you think? Thoughts, ideas, suggestions?
__________________
-JC |
|
|
|
| Tags |
| quirks, self-control number |
|
|