Advantages & disadvantages
Traits beyond the numbers: advantages cost points; disadvantages return points and add colour. Pick ones that fit the story, not just the budget.
Start here
What they are
Advantages are useful traits that aren't skills: things your character was born with, learned outside training, or earned through circumstance.
Disadvantages give back character points you can spend elsewhere — but they also shape the character. A hot temper, an enemy from your past, a code of honour: each one gives the GM hooks and the table colour. Use them to fund breadth or a signature edge, not just to inflate one stat.
Building a hero
How to pick them
Pick disadvantages you'd enjoy roleplaying. The GM will use them; that's the point. The full default lists live in the app; the GM may approve custom traits.
Coordinate roughly with the table. A whole party of brooding loners with secret pasts can stall a campaign; a whole party of code-of-honour paragons can struggle when nuance is needed. Aim for a mix that gives the GM lots of threads without making any one session impossible.
Look this up: example advantages
- Ambidextrous — equally handy with either hand.
- Eagle Eyed — exceptional vision; spot details from far away.
- High Pain Threshold — endure pain without significant impairment.
- Lucky — fortune favours you in unpredictable situations.
- Natural Leader — inspire and lead others effectively.
- Powerful or Influential Friend(s) — someone in the world owes you a favour.
- Member of a Professional Organization — guild backing, contacts, and rules.
Look this up: example disadvantages
- Code of Conduct — a code to live by, or die for. The do's and don'ts are not optional.
- Compulsion — a strong, hard-to-resist urge.
- Haunted — visions or ghosts from the past you'll have to face.
- Phobia — a fear that overrides good judgement.
- Secret — something serious that would hurt you if revealed.
- Vengeful — driven by a need to settle a wrong.
- Wanted — someone with reach wants you off the streets.