Gaining Advantages and Disadvantages
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A character gains advantages and disadvantages primarily during character creation, when they have the opportunity to gain up to three advantages and three disadvantages. However, under certain narrative circumstances, a character can acquire additional advantages and disadvantages.
Acquiring Distinctions
Distinctions cannot be acquired through training— they reflect intrinsic qualities rather than regimen and hard work—but some game effects grant distinctions, especially ones related to a character’s social attributes (honor, glory, and status). As described in Honor in Play (see page 300) and Glory in Play (see page 304), a character can be granted a new distinction by reaching certain heights of valor or renown.
A character can have any number of distinctions.
Developing Passions
Usually, a character’s areas of interest are fairly set by the end of character creation, but sometimes people find a new art or source of joy in the world that they wish to pursue, even late in life. At the GM’s discretion, a character may spend 3 experience points to develop one new passion, determined by the GM and the player together.
A character can never have more than three passions. At the GM’s discretion, a character might be able to remove a passion based on narrative events or to make room for a new one.
Acquiring Adversities
A character can acquire adversities through a number of means: injury, illness, spiritual impurity, or any of the many other wretched fates that can befall them. Critical Strikes (see page 269), the Afflicted condition (see page 271), and numerous other sources can cause characters to acquire adversities in play.
A character can have any number of adversities.
Developing Anxieties
Generally, the anxieties of a player character are set by the end of character creation. Still, if the GM and the player decide together that a character should develop an anxiety over the course of play (for example, a hatred of some new rival or a fear of some trauma), and both agree on the form it should take, they can assign a new anxiety to a character at any time. This confers limited benefits, but it might add a great deal to the story, and it does grant the character a new means to recover Void points.
A character can never have more than three anxieties. At the GM’s discretion, a character might be able to remove an anxiety based on narrative events or to make room for a new one.
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Core Rulebook · Chapter 2: Creating a Character › Advantages and Disadvantages › Gaining Advantages and Disadvantages · p. 99 p. 100
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A character gains advantages and disadvantages primarily during character creation, when they have the opportunity to gain up to three advantages and three disadvantages. However, under certain narrative circumstances, a character can acquire additional advantages and disadvantages.
Acquiring Distinctions
Distinctions cannot be acquired through training— they reflect intrinsic qualities rather than regimen and hard work—but some game effects grant distinctions, especially ones related to a character’s social attributes (honor, glory, and status). As described in Honor in Play (see page 300) and Glory in Play (see page 304), a character can be granted a new distinction by reaching certain heights of valor or renown.
A character can have any number of distinctions.
Developing Passions
Usually, a character’s areas of interest are fairly set by the end of character creation, but sometimes people find a new art or source of joy in the world that they wish to pursue, even late in life. At the GM’s discretion, a character may spend 3 experience points to develop one new passion, determined by the GM and the player together.
A character can never have more than three passions. At the GM’s discretion, a character might be able to remove a passion based on narrative events or to make room for a new one.
Acquiring Adversities
A character can acquire adversities through a number of means: injury, illness, spiritual impurity, or any of the many other wretched fates that can befall them. Critical Strikes (see page 269), the Afflicted condition (see page 271), and numerous other sources can cause characters to acquire adversities in play.
A character can have any number of adversities.
Developing Anxieties
Generally, the anxieties of a player character are set by the end of character creation. Still, if the GM and the player decide together that a character should develop an anxiety over the course of play (for example, a hatred of some new rival or a fear of some trauma), and both agree on the form it should take, they can assign a new anxiety to a character at any time. This confers limited benefits, but it might add a great deal to the story, and it does grant the character a new means to recover Void points.
A character can never have more than three anxieties. At the GM’s discretion, a character might be able to remove an anxiety based on narrative events or to make room for a new one.
