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Originally Posted by JCurwen3
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.
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I wouldn't bother doing this with real (RAW) Quirks. You can make Quirk-level disadvantages and modify them, though... but even then, attaching SC mods to -1 point traits seems kinda funny.
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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.
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Don't forget the stunning effect.