Foibles are things that are true about your characters that make them interesting and unique, and cause complications in their lives. A Foible can be a Goal, an Instinct, a Trait, a or a Connection. When your Foibles complicate your character’s life and you have Disadvantage, you are more likely to roll a 6-. Since players mark an Advance when they roll a 6-, playing to your Foibles increases your opportunity to gain Advances. Foibles are designed to encourage and reward character play, to get players to show and explore the quirks, weaknesses, and flaws of their character. It’s also a chance for players to say how their character is special. You get to change your Foibles at the beginning of every episode, and you’re encouraged to do so when you want to highlight a particular flaw or relationship for that episode. The types of Foibles have no particular mechanical difference, they are merely ways you can form things about your character in interesting ways that will complicate their life. If you are having trouble coming up with Foibles you find compelling or interesting, go for the obvious, and tie your Foible with a Crew Member. Goals Goal-based Foibles state something your character intends to do. The Foibles come into play either when your character pursues their Goal, or ignores an opportunity to pursue it. The goal can be something short-term that can be achieved this session, or something longterm they are working towards. Example Goal Foibles Get my family to safety. Restore my honour in the eyes of my people. Bring the serial killer in this colony ship to justice. Discover the secrets of this artifact. Achieving their Goal is something your character wants, but your reward is their pursuit of it. Often, the least exciting thing to happen to a character in a story is for them to get exactly what they want. Instincts Instincts are automatic behaviours or responses. They are normally written as something your character always does, never does, or does under certain circumstances. Example Instinct Foibles Never back down to intimidation. Always shoot first. When I’m surprised, draw my weapon. When someone sees me vulnerable, push them away. Always help those in trouble. Never transgress a Law. I am fastidious and meticulous, always taking my time. Sometimes, Instincts may help you out by making your character do something useful or beneficial automatically. This is fine, but you don’t gain an Advance for it, or have Disadvantage. Traits Traits are things that are true about your character that aren’t intentions, behaviors, or relationships. Traits often say something about your character’s physical quirks or shortcomings. Example trait Foibles I excrete a slimy residue. I’m exceptionally hairy. My good looks make me unforgettable. I’m extremely ugly, many are disgusted by my appearance. Others say I exude a noxious smell. I can’t help it. I have a limp that makes me awkward. My prosthetic hand is clumsy. Connections & Hooks Connection Foibles are used to express relationships and debts you have with Crew Members, Locations, NPCs, and Groups. If an NPC matters to your character, it makes sense for you to have a Foible to express that connection. Connections often describe how that relationship may force or coerce you to behave against your best interests. You can have a Foible that is written as a connection to one of the Crew Members - that’s what Hooks are for! If it describes a complicated relationship or outlook that’s going to cause you trouble. Be sure to get the other player’s permission before you write a Foible that involves them though! Example Connection Foibles I owe a lot of money to the crime boss _________. I love ____________ and will do anything for them. I’ve got to protect __________ from themselves. _________ Is my superior, I must follow their orders.