Disadvantages

Character is not a discount. It's an investment.

The Two Rules

First: disadvantages are worth 0 points. You take them because they are true of your character, not to fund your sword arm. Zero to three meaningful disadvantages is the healthy range; none at all is legal and says its own thing about who you've made.

Second: played disadvantages pay. When your disadvantage genuinely shapes a session — costs you something, steers a scene, makes the story better — the GM awards bonus character points for it. A Code of Honor that never inconveniences you was never a Code of Honor.

Choosing Well

Self-Control and Stability

Stability rules adapted from Pyramid #3/103, "Mad as Bones" (p. 4).

Fail a self-control roll for a mental disadvantage: lose 1 SP per 3 points of your margin of failure (critical failure: LSP instead). Waive the roll and give in willingly: make a Will roll and regain one-third of your margin in SP (minimum 1). See Stability.