Structural (Dis)Ads and Non-Structural (Dis)Ads Copyright (c) 1996 by John Wood Structural ---------- Definition: Advantages that cannot be added and disadvantages that cannot be removed except via surgery or other high-tech/magical medicine (including chip implants). Lost points in this category generally come through injury or disease. Typical examples: Dwarfism, Double-Jointed, Eidetic Memory. Behavioural ----------- Definition: Advantages that can be instilled and disadvantages that can be removed by intense effort. Lost points in this category generally come through fright checks. Typical Examples: Combat Reflexes, Phobias, Addictions, Odious Personal Habits. Situational ----------- Definition: (Dis)Advantages that arise from a person's position in life. These can only be bought/bought off by changing the situation and paying the points. Lost points in this category generally come through roleplaying. Typical Examples: Status, Wealth, Enemies, Social Stigma. Personal -------- Definition: (Dis)Advantages that arise from a person's beliefs. Similar in effect to Situational, but the character's outlook on life must change rather than the "external" situation. Typical Examples: Code of Honor, Pacifism, Vow. Right, that's my definitions. Here's how I'd group the (dis)advantages from the Basic Set. When I've put things like "Most Mental Disads" it means "all Mental Disads not specifically mentioned elsewhere". I've put a query by choices I think are contentious. Structural: Situational: ---------- ----------- Most Advantages Allies/Ally groups Most Physical Disads Alternate Identity Amnesia Any Rank Appearance Clerical Investment Blessed? Contacts Danger Sense? Cursed? Dark Vision Dependents Dyslexia Duty Extra Fatigue Enemies Extra Hit Points Favors Hard to Kill Legal Enforcement Powers Healing Legal Immunity High Pain Threshold? Patrons Infravision Reputation Jinxed Secret Luck/Unluckiness? Status Magical Aptitude/Resistance? Wealth/Poverty/Multimillionaire Perfect Balance Zeroed Psionic Resistance? Psionic Powers? Personal: Terminally Ill -------- Toughness? Code of Honor Weirdness Magnet Honesty Pacifism Behavioural: Sense of Duty ----------- Vow Most Mental Disads Combat Reflexes Special: Fearlessness ------- (Il)Literacy Age/Youth/Destiny: Odious Personal Habits "do their stuff" whatever. Primitive? Unusual Background: Unfazeable only available at start whatever. Will? Attributes are a particularly troublesome case. I'd put them somewhere between Structural and Behavioural, and charge double cost but allow them to be increased through training.