<p>This Disadvantage is linked to a particular Advantage or set of skills. Whenever the character uses it, there is some a chance for a negative modifier or role playing disadvantage. Here are some examples for certain Advantages:</p> <p>Contacts: The Contact helps the character, but he is either “annoying” about it or a “hard bargainer.” Where a normal Contact would assist the character for an almost negligible fee, the flawed Contact will haggle and nag until “rewarded.” Some reason should exist why the character would want to keep the contact happy.</p> <p>Cultures: When the character gets hints or knowledge about a culture, he knows everything except some sort of critical piece of information. Or, if the character has the “sweeping knowledge” of lots of cultures, his interpretations sometimes are almost totally wrong (Game Master option). In order to make this flaw work, the character should not find out about the error until it would be “interesting.”</p> <p>Equipment: In most cases, some sort of minor mechanical imperfection exists in the equipment that no normal means can fix. For equipment that requires a skill total, Game Masters could either add 3 to the difficulty of all actions using it, or, on a Critical Failure, the equipment either won’t work or malfunctions. For equipment that wouldn’t normally require a skill total, occasional side effects could happen or maybe it requires a periodic Moderate skill check of some kind to keep operating.</p> <p>Skills: If the character fails at the skill check with one of a set of three related skills, she can’t reroll Critical Successes either until the end of the scene or until she succeeds at the skill check.</p> <p>Wealth or Funds: The character cannot access his wealth easily. Either it is tied up in red tape most of the time (especially if the character has most of the money invested), or he has to go somewhere to get it (such as having a fortune back East while adventuring in the Wild West), or someone else (reasonably friendly) has control over it and doesn’t always release it easily.</p> <p>Restrictions/Notes: In general, at Rank 1, a flaw should not debilitate a character or take away his Advantage on a regular basis — but it should make it a little less of a sure thing.</p>
<p>Esta Desventaja está vinculada a una Ventaja en particular o conjunto de habilidades.</p><p>Cada vez que el personaje lo usa, existe la posibilidad de un modificador negativo o una desventaja en las acciones realizadas. Estos son algunos ejemplos de ciertas ventajas:</p><p><strong> Contactos:</strong> El Contacto ayuda al personaje, pero<strong> se siente reacio</strong> al respecto o es un <strong>negociador duro</strong>. Donde un Contacto normal ayudaría al personaje por una tarifa casi insignificante, el Contacto defectuoso regateará y regañará hasta que sea <strong>recompensado</strong>.</p><p>Debería existir alguna razón por la que el personaje querría mantener feliz al contacto.</p><p><strong> Culturas:</strong> cuando el personaje obtiene pistas o conocimiento sobre una cultura, lo sabe todo excepto algún tipo de información crítica. O, si el personaje tiene un <strong>conocimiento amplio</strong> de muchas culturas, sus interpretaciones a veces son casi totalmente erróneas (opción Game Master).</p><p>Para que esta falla funcione, el personaje no debe enterarse del error hasta que sea <strong>interesante</strong>.</p><p><strong> Equipo:</strong> En la mayoría de los casos, existe algún tipo de imperfección mecánica menor en el equipo que no podrá ser arreglado de forma convencional. Para el equipo que requiere un total de habilidad, los Game Masters pueden agregar 3 a la dificultad de todas las acciones que lo usan o, en caso de pifia, el equipo no funcionará o funcionará mal. Para el equipo que normalmente no requeriría un total de habilidad, podrían ocurrir efectos secundarios adversos <strong>ocasionales</strong> o tal vez requiera un chequeo de habilidad Moderada periódica de algún tipo para seguir funcionando.</p><p><strong>Habilidades:</strong> si el personaje falla en la tirada de habilidad en 1 de 3 habilidades relacionadas, no puede volver a tirar los éxitos críticos hasta el final de la escena o hasta que tenga éxito en la prueba de habilidad.</p><p><strong> Riqueza o Fondos:</strong> El personaje no puede acceder fácilmente a su riqueza. O está atado a trámites burocráticos la mayor parte del tiempo (especialmente si el personaje tiene la mayor parte del dinero invertido), o tiene que ir a algún lado para conseguirlo (como tener una fortuna en el Este mientras se aventura en el Salvaje Oeste). o alguien más (razonablemente amigable) tiene control sobre él y no siempre lo deje actuar libremente.</p><p><strong> Restricciones/Notas:</strong> En general, en el Rango 1, una falla no debería debilitar a un personaje o quitarle su Ventaja de forma regular, pero debería hacerlo un poco menos efectivo.</p>
<p>Contacts: The Contact helps the character, but he is either “annoying” about it or a “hard bargainer.” Where a normal Contact would assist the character for an almost negligible fee, the flawed Contact will haggle and nag until “rewarded.” Some reason should exist why the character would want to keep the contact happy.</p>
<p>Cultures: When the character gets hints or knowledge about a culture, he knows everything except some sort of critical piece of information. Or, if the character has the “sweeping knowledge” of lots of cultures, his interpretations sometimes are almost totally wrong (Game Master option). In order to make this flaw work, the character should not find out about the error until it would be “interesting.”</p>
<p>Equipment: In most cases, some sort of minor mechanical imperfection exists in the equipment that no normal means can fix. For equipment that requires a skill total, Game Masters could either add 3 to the difficulty of all actions using it, or, on a Critical Failure, the equipment either won’t work or malfunctions. For equipment that wouldn’t normally require a skill total, occasional side effects could happen or maybe it requires a periodic Moderate skill check of some kind to keep operating.</p>
<p>Skills: If the character fails at the skill check with one of a set of three related skills, she can’t reroll Critical Successes either until the end of the scene or until she succeeds at the skill check.</p>
<p>Wealth or Funds: The character cannot access his wealth easily. Either it is tied up in red tape most of the time (especially if the character has most of the money invested), or he has to go somewhere to get it (such as having a fortune back East while adventuring in the Wild West), or someone else (reasonably friendly) has control over it and doesn’t always release it easily.</p>
<p>Restrictions/Notes: In general, at Rank 1, a flaw should not debilitate a character or take away his Advantage on a regular basis — but it should make it a little less of a sure thing.</p>