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Maybe people will show interest on Friday?
Intrigue: This is a way for me to predict your character's behavior. I have given you many slots in order to explain this (such as personality and motivation) So basically you are telling me how you are going to act when a situation arises. Intrigue articles are simply things that don't fit in any of the provided categories. An example would be "Collects exotic pets" that really isn't a personality thing, nor is it a hope or dream. It is just something he does.

You are free to have nothing in intrigue, but that isn't going to be very beneficial to you since it automatically means that your character is not intriguing at all. (Seriously, this IS what makes a character intriguing in a book or movie)

Here are some examples of Intrigue and famous characters

Sherlock Holmes: Plays the violin to think, uses opiates, disinterested in simple and mundane crime, arrogant, innately trusts Watson, believes it is his duty to take care of those more ignorant than him, has his own personal code of justice, competitive with brother

Han Solo: Skeptic, proud, not seeking self-improvement, constantly repairs and enhances his ship, in it for the money, a good friend, impulsive, likes danger, sarcastic, possessive

Captain America: Patriotic, believes people need to be responsible for their actions, protective, believes in freedom, polite, self-sacrificing, lonely, blames himself even when it's not his fault, black and white morality, old fashioned
It sounds like a story arc stuffed full of possibilities.
I kind of view these applications to games almost like auditions, only I do not have to be locked into "this is my one character, take or leave it." I view that the person auditioning is me, and not my characters. I can take on just about any role, even challenging ones, but a character falls apart if they do not have a specific place in the game. For instance, if the game cannot run without a PC leader, I can do that, but my adventurer concept cannot fill the role because it requires a level of being the underdog for the character to actually be who they are.
Well, I would take whatever role needs to be filled and get the game going. However, my preferred position would to be an adventurer.

I have a concept for...
The Explorer: Indifferent and complicated, but very clever. While fame or glory are certainly incentive to him, something deeper drives his motivation. But who knows, he keeps his cards close to his chest.

The Navigator: He is a dangerous person, but not for the reasons you think. He doesn't play by the rules, which might just be what this party needs since so many other expeditions have ended in failure. He is loyal to his word, but that's about it.

The Adventurer: A young dreamer obsessed with learning magic (and failing.) She is full of spite and perhaps madness, she has never quit in her life. Fortunately to the expedition, her focus drives her to the desert, the river, and the challenges that lie in between. While a great motivation to continue pressing forward... what happens if the group must turn back?

I am a very adaptable player, so I am willing to take on whatever compliments the rest of the group or gets the game running and keeps it alive.
I have a character concept for any of the roles with the exception of the physician. I am also super ready to actually roleplay, every game I've joined recently has had a million characters (by a few players... I don't get that) and then promptly stopped short of actually getting to the game.
I have 2 active players right now, we are not closed to recruiting just yet.
A power is unbalance by its very nature. That is why I have made the player choose between a limited frequency or have to water down their power's usefulness. This is to assure that the power doesn't dominate the game. This is the "It doesn't work that way" that we often see in the movies.

Vulnerability is an entirely different animal. This is a roadblock from using your ability. Most books and movies wind up having a number of these, but don't really have a catch-phrase to quantify it. The most predominant restrictions are things like magical items or item focuses that can be taken away, kryptonite, concentration, a ritual, emotional mojo that gets out of whack with psychological wallops, or other things like that.

That is why the default is "Mystical and unpredictable" basically it is "I don't know why it doesn't always work."

Let's see, here are some ideas I can see that could fit.
-Physical- Cause (or cannot have) pain exhaustion or injury, requires sleep, being wet, etc...
-Psychological- Emotional state dependent, can only retrieve a memorable event, cannot worry or focus on the future, etc...
-Situational- Ritual, concentration, a special item to help initiate the power, moon must be aligned, etc...
-Material- Doesn't work in the presence of ash, silver, rare or unique items, diamond dust, etc...
-Retrieving end- can only return once, cannot see own reflection, etc...

Don't forget that the easier to disable, the easier the recovery. However, the harder to disable, the harder the recovery.

However, this doesn't mean that you have to choose Minor, you could choose one of the other two, and basically it would mean "it doesn't matter how many times I look, the information just isn't there" and thus it becomes irrelevant to have it be continuous.
@Zardoric Okay, so this is how we handle this. Obviously you have frequency to potency ratio.

Minor: That has constant use
Nifty: That can be used a few times in a scene
Useful: That can be used one time in a scene
(You actually have 2 other levels but with Adventure Kingdom, they are restricted at this time.)

So, describe what you can actually do with this ability or determine how often the character uses it.

Vulnerability is intended to be a barrier for the GM to use. The way you have yours constructed, you have chosen to have psychological damage (Trauma) as this block. This means you have chosen to automatically receive damage to your heart points when the situation arises, and I am forced to be fair and not save you by the skin of your teeth if you actually lose it. Are you sure you want to do that? This could also be purchased as intrigue and give you kudos when you play it, but this would also require a different vulnerability.
@zardoricThere are a few ways of doing that, you could put it into Mental to represent the potent workings of his brain, or you could also put it into metaphysical (with a vulnerability) for an ability that exceeds simple eidetic memory this would be something you might find on Sherlock or Psych where they can basically re-live their experience like retro-cognition.

I would be okay with both, but we would need to work out a little bit of structure if you go the retro-cognition rout.
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