Easily-Supressed Disadvantage

#quirk #rules_analogue #character_option
Quirk, -1 point

A -5-point mental disadvantage with a self-control roll of 15 is worth -2 points. If the GM can “force” the problem on you only on a critically failed self-control roll (17 or 18), then it’s just a quirk. While unpleasant game-mechanical effects (bad
reactions, wasted resources, etc.) depend on the dice like this, you’re expected to roleplay the behavior whenever appropriate.

Failure to do so may result in “bad roleplaying” penalties. Some examples, with suggested names: