I didn’t see it from my first pass of the quick start, but do vices or character flaws of any sort mechanically…

I didn’t see it from my first pass of the quick start, but do vices or character flaws of any sort mechanically…

I didn’t see it from my first pass of the quick start, but do vices or character flaws of any sort mechanically factor into rolls while pursuing a score? For instance, would an avaricious vice for luxuries tempt a blade to more foolish or distracting choices on a run if there is loot at hand? A stalking action might be justifiably more desperate if I’m craving a fix or fighting the urge to just smash and grab all the things. Would a player ever roll to resist an effect caused/threatened by his or her own flaws (ie insecurity, penchant for always getting lost, paranoia, being jaded, sloth, lust, etc)?

Seems prime territory for devil’s bargains: “You’re supposed to sit tight and wait for the rest of the crew to get in place, but you’re wasted and he offended you. You can get +1d but you act out of your impaired judgement, jumping the gun, throwing the ruse, and probably not being as coordinated as you think you are.” But what about -1d or some other narrative effects?

3 thoughts on “I didn’t see it from my first pass of the quick start, but do vices or character flaws of any sort mechanically…”

  1. I like that idea, John Harper. We always seem to stumble over vices. Our group (mostly) loves them, but we end up fitting them ourselves into the narrative rather than having a real mechanical effect unless I as GM note that it goes up or down.

  2. Would it be too broad to include “baggage from past relationships” or some positive or negative connection to the other PCs to the list on that changed advancement item? I liked the bonding potential of expressing why you are here in the crew, at least in theory, so wouldn’t want to totally lose that.

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