Michael Hopcroft
Mongoose
I thought I would expand a little upon something I raised in another thread.
I am imagining certain types of campaigns where characters might have handicaps other than what they gain as hazards of adventuring as part of their character concept; things that hamper them, affect their behavior in ways that are less than ideal, or land them in trouble. These I am calliing Faults, and they are the inverse of Legendary Abilities.
A character who takes a Fault gains a certain number of Hero Points in return, but even after those Hero Points are spent the fault remains. A Fault can also be gained in play from things that happen to the character, as the "baggage" attached to an additional award of Hero Points.
One can "buy off" a Fault, but doing so requires much the same procedure as buying a Legendary Ability -- the character must do something in-game to deal with his problem.
Some examples of Faults include being forcibly exiled from one's homeland, an unreasonable fear of some otherwise harmless thing (or a greater-than-rational fear of a dangerous but otherwise manageable one), or having to look after your Kid Brother who insists on tagging along wherever you go. One could also take a Fault when one makes a powerful enemy, which means that enemy is going to devote serious time and effort to destroying, or at least hampering the efforts of, the character.
I am imagining certain types of campaigns where characters might have handicaps other than what they gain as hazards of adventuring as part of their character concept; things that hamper them, affect their behavior in ways that are less than ideal, or land them in trouble. These I am calliing Faults, and they are the inverse of Legendary Abilities.
A character who takes a Fault gains a certain number of Hero Points in return, but even after those Hero Points are spent the fault remains. A Fault can also be gained in play from things that happen to the character, as the "baggage" attached to an additional award of Hero Points.
One can "buy off" a Fault, but doing so requires much the same procedure as buying a Legendary Ability -- the character must do something in-game to deal with his problem.
Some examples of Faults include being forcibly exiled from one's homeland, an unreasonable fear of some otherwise harmless thing (or a greater-than-rational fear of a dangerous but otherwise manageable one), or having to look after your Kid Brother who insists on tagging along wherever you go. One could also take a Fault when one makes a powerful enemy, which means that enemy is going to devote serious time and effort to destroying, or at least hampering the efforts of, the character.