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| A character forced into an adventure because of a dependent disadvantage, an Obsession (Travel to Paradise Falls), and potentially a light version of Weirdness Magnet. |
The most basic disadvantage is the type that makes you bad at doing something the "normal" type of characters can usually do. In this simple form, they usually can be reverse engineered as
-x reaction/attribute/secondary characteristic (Accessibility, A particular circumstance, -y%)[z]
But with a little bit of extra fluff and flavor to explain why you have the penalty in that given situation.
Then you have the type that makes it impossible to do a thing. Can't see, can't lie, can't fight unless in self defense, can't deal with spiders, etc.
A third basic type that I can think of are the type that force you to do a certain thing. For a GM these can be really good seeds for adventure plots and storylines, and if it leads a character to do the type of things you want to do anyways, it might be close to free points. I mean, a good GM should find a way to make it inconvenient, at least sometimes, but if you are the type of player who just likes doing the types of things you are obligated to do, is it really that painful of an obligation?
This post is a kind of index of the third category, focusing mostly on The Basic Set, but if anyone can think of similar plot grist disadvantages in other sources, I'd be happy to include them.


