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* Things with the One-Use rule is generally this or a Gamebreaker. Because of the way the game is set up, there are a number of ways for a one-use item to absolutely crap out and be a total waste of points, and they often came at a premium due to the disproportional effects they have.


* In ''deadEarth'', the player is forced to roll several random mutations for their character, some of which explicitly ''[[PressStartToGameOver kill your character during chargen]]'' (which is combined with the game only allowing you three characters ''ever''.)

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* In ''deadEarth'', the player is forced to roll several random mutations for their character, some of which explicitly ''[[PressStartToGameOver kill your character during chargen]]'' (which is combined with the game only allowing you three characters ''ever''.)) At least you can later roll a radiation mutation later in character generation to nullify such effects.


allowing you three characters ''ever''.)


* ''Videogame/{{Gemcraft}}: Chasing Shadows'': features a Traits or disadvantage that make the game harder for you in exchange for more experience points, and since on replays you get only difference between the current XP score and previous for specific field, you have interest to turn them all on once you have access to them and can handle them to maximize your level and consequently skill points pool. That is, with the exception of ''Hatred''. You'll com to [[ExactlyWhatItSaysOnTheTin hate]] this disadvantage, because it's just not worth it. The thing has 10 levels and each multiplies the enemy health by more and more. On maximum, the starting wave of the monsters has ''100000x more health'' and each has 7% increase. Even the most insane players - those who had finished Endurance - say that you'll always should leave that thing turned off.

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* ''Videogame/{{Gemcraft}}: Chasing Shadows'': features a Traits or disadvantage disadvantages that make the game harder for you in exchange for more experience points, and since on replays you get only difference between the current XP score and previous for specific field, you have interest to turn them all on once you have access to them and can handle them to maximize your level and consequently skill points pool. That is, with the exception of ''Hatred''. You'll com come to [[ExactlyWhatItSaysOnTheTin hate]] this disadvantage, because it's just not worth it. The thing has 10 levels and each multiplies the enemy health by more and more. On maximum, the starting wave of the monsters has ''100000x more health'' and each has 7% increase. Even the most insane players - those who had finished Endurance - say that you'll always should leave that thing turned off.


[[folder:Tower Defense]]
* ''Videogame/{{Gemcraft}}: Chasing Shadows'': features a Traits or disadvantage that make the game harder for you in exchange for more experience points, and since on replays you get only difference between the current XP score and previous for specific field, you have interest to turn them all on once you have access to them and can handle them to maximize your level and consequently skill points pool. That is, with the exception of ''Hatred''. You'll com to [[ExactlyWhatItSaysOnTheTin hate]] this disadvantage, because it's just not worth it. The thing has 10 levels and each multiplies the enemy health by more and more. On maximum, the starting wave of the monsters has ''100000x more health'' and each has 7% increase. Even the most insane players - those who had finished Endurance - say that you'll always should leave that thing turned off.
allowing you three characters ''ever''.)
[[/folder]]




[[folder:Tower Defense]]
* ''Videogame/{{Gemcraft}}: Chasing Shadows'': features a Traits or disadvantage that make the game harder for you in exchange for more experience points, and since on replays you get only difference between the current XP score and previous for specific field, you have interest to turn them all on once you have access to them and can handle them to maximize your level and consequently skill points pool. That is, with the exception of ''Hatred''. You'll com to [[ExactlyWhatItSaysOnTheTin hate]] this disadvantage, because it's just not worth it. The thing has 10 levels and each multiplies the enemy health by more and more. On maximum, the starting wave of the monsters has ''100000x more health'' and each has 7% increase. Even the most insane players - those who had finished Endurance - say that you'll always should leave that thing turned off.
allowing you three characters ''ever''.)
[[/folder]]

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allowing you three characters ''ever''.)
[[/folder]]

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[[folder:Tower Defense]]
* ''Videogame/{{Gemcraft}}: Chasing Shadows'': features a Traits or disadvantage that make the game harder for you in exchange for more experience points, and since on replays you get only difference between the current XP score and previous for specific field, you have interest to turn them all on once you have access to them and can handle them to maximize your level and consequently skill points pool. That is, with the exception of ''Hatred''. You'll com to [[ExactlyWhatItSaysOnTheTin hate]] this disadvantage, because it's just not worth it. The thing has 10 levels and each multiplies the enemy health by more and more. On maximum, the starting wave of the monsters has ''100000x more health'' and each has 7% increase. Even the most insane players - those who had finished Endurance - say that you'll always should leave that thing turned off.


** ''Exile II'' has Pacifist, a trait that makes you unable to attack enemies in any way, and even prevents you from casting spells that could indirectly damage them. While it greatly increases the experience you gain, this is not nearly enough to make up for all the experience you'll miss out on due to not killing stuff. Namely, the game rewards the most experience for killing a monster to the character who made the kill (which a Pacifist cannot do), while the rest is shared out among the others.

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** ''Exile II'' has Pacifist, a trait that makes you unable to attack enemies in any way, and even prevents you from casting spells that could indirectly damage them. While it greatly increases the experience you gain, this is not nearly enough to make up for all the experience you'll miss out on due to not killing stuff. Namely, the game rewards around 85% of the most experience for killing a monster to the character who made the kill (which a Pacifist cannot do), kill, while the rest remaining 15% is shared out among the others.others. Since the Pacifist never makes a kill, he's stuck to getting a measly 3 to 15% of the experience from each kill, depending on how many other characters there are in the party.

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** ''Exile II'' has Pacifist, a trait that makes you unable to attack enemies in any way, and even prevents you from casting spells that could indirectly damage them. While it greatly increases the experience you gain, this is not nearly enough to make up for all the experience you'll miss out on due to not killing stuff. Namely, the game rewards the most experience for killing a monster to the character who made the kill (which a Pacifist cannot do), while the rest is shared out among the others.


** There is an Easy to Kill disadvantage. I repeat, there is an ''Easy to Kill'' disadvantage. While it can be offset with plenty of Hp, DR, etc., it's rarely taken because it's only worth -2 points per level.
** Unique sounds cool until you find out it means that if anything ever changes the time line significantly (and you can only take it in worlds where this is possible), you not only cease to exist, [[RetGone you cease to have ever existed, anywhere, with no chance of ever being remembered]]. You can also take it in parallel universe settings, where it's closer to MinmaxersDelight -- not only do you get disadvantage points for taking it, it gives you the Zeroed advantage (i.e. your character is [[TheSpook not listed in any of the usual publicly-available records]]) for free.

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** There is an Easy to Kill disadvantage. I repeat, there is actually an ''Easy to Kill'' disadvantage. While it can be offset with plenty of Hp, DR, etc., it's rarely taken because it's only worth -2 points per level.
** Unique sounds cool until you find out at first, but it means that if anything ever changes the time line significantly (and you can only take it in worlds where this is possible), you not only cease to exist, [[RetGone you cease to have ever existed, anywhere, with no chance of ever being remembered]]. You can also take it in parallel universe settings, where it's closer to MinmaxersDelight -- not only do you get disadvantage points for taking it, it gives you the Zeroed advantage (i.e. your character is [[TheSpook not listed in any of the usual publicly-available records]]) for free.



** At the highest level of Terminally Ill, your character will suddenly drop dead after a year or so; however, since that's its only effect, it can still be a MinMaxersDelight if you don't expect the campaign to last that long, though that's quite a real gamble if your GM hasn't let you know anything that could be used to gauge that at character creation.

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** At the highest level of Terminally Ill, your character will suddenly drop dead after a year or so; however, since that's its only effect, it can still be a so. This potentially flips over into MinMaxersDelight if you don't expect the campaign to last that long, though but that's quite a real gamble if your GM hasn't let you don't know anything that could be used to gauge that how long it will go at character creation.


* ''TabletopGame/{{GURPS}}'' has a whole bunch of these. It's actually understandable once you realize that not all of them are necessarily designed to be taken by [=PCs=], and are instead better suited to [=NPCs=] and enemies.

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* ''TabletopGame/{{GURPS}}'' has a whole bunch of these. It's actually understandable once you realize that since not all of them are necessarily designed to be taken by [=PCs=], and are instead better suited to [=NPCs=] and enemies.


* Several traits in ''VideoGame/{{Rimworld}}'' are considered very undesirable.
** Pawns' backstories affect which jobs they are incapable of doing. In the early game, the worst of these are "Incapable of dumb labor" or "Incapable of violence". Being unable to haul crucial resources can slow down your colony's growth, and being one man down when enemies attack can potentially be troublesome. As you gain more people, these traits become more manageable, but in the early game they can significantly crimp your growth. A very popular GameMod called "Pawns Are Capable" nerfs this by substituting "incapable of" traits with "hates doing", which gives pawns a mood malus for doing things that they hate. This means they can still be pressed into service for when you ''really'' need something done.
** Pyromaniac is considered the ''worst'' negative trait a pawn can have, to the point where players try to kill Pyromaniac pawns off or put them into cryptosleep pods just so they don't have to deal with them. A Pyromaniac pawn can't fight fires and can randomly have a mental break where they go around setting fires. At best, this can be annoying, as they set some small fires and force your other pawns to clean up their mess. At worst, they might set a fire that spreads to something you really don't want burning-- like your wooden base or chemfuel stockpiles.
** Volatile gives a pawn a staggering 15% higher mental break threshold, meaning they will be more susceptible to breakdowns. This is especially bad in the "Rich Explorer" scenario, where you start with one pawn. If they break down, your colony's growth will be stopped dead in its tracks, potentially for a long time.
** Chemical fascination causes pawns to occasionally go binge on hard drugs like yayo and go-juice. While binging, they are uncontrollable, which can be very bad if you need them to do something else other than stuff their face full of drugs. At best, they might develop a new addiction after binging: at worst, they might kill themselves through an overdose. Its lesser cousin, "Chemical interest", is somewhat this, but is a bit more manageable as they binge on softer drugs like smokeleaf.



* ''TabletopGame/DarkHeresy'' has the Nascent Psyker background package from ''The Radical's Handbook''. One of the few background package that costs 0 xp (the game lacking a point-buy advantage/disadvantage system), Nascent Psyker gives your character spectacular powers (fuelled by Hell) which [[PowerIncontinence they can't control]], and which have a definite chance of randomly [[YourHeadAsplode making you, or everyone around you explode]], or [[DemonicPossession sharing your head with a daemon]]. Oh, and you have to be under extreme stress before those powers will manifest, and if any other characters find out you have them, they are legally obliged to either kill you, or capture you and send you across the galaxy to learn how to control it over the next decade or so (both options effectively requiring you to retire the character, though the latter at least gives you the chance to come back as a Sanctioned Psyker). Even if you manage to hide it from the others-- which is not particularly easy-- or they are heretical/radical enough ''not'' to have you purged or sanctioned, it's only a matter of time before your magical mishaps kill you or worse. It is explicitly noted in the Splatbook it appears in that taking this package is effectively an open-ended death sentence.

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* ''TabletopGame/DarkHeresy'' has the Nascent Psyker background [[PrestigeClass Elite Advance]] package from ''The Radical's Inquisitor's Handbook''. One of the few background package The only Elite Advance that costs 0 xp (the game lacking a point-buy advantage/disadvantage system), Nascent Psyker gives your character spectacular powers (fuelled by Hell) which [[PowerIncontinence they can't control]], and which have a definite chance of randomly [[YourHeadAsplode making you, or everyone around you explode]], or [[DemonicPossession sharing making you share your head mind and body with a daemon]]. Oh, and you have to be under extreme stress before those powers will manifest, and if manifest. If any other characters find out you have them, they are legally obliged to either kill you, or capture you and send you across the galaxy to learn be turned into a living battery for the Astronomican or be taught how to control it over the next decade or so (both so: all of these options effectively requiring require you to retire the character, though the latter at least gives you the chance to [[TheBusCameBack come back as a Sanctioned Psyker).Psyker]]. Even if you manage to hide it from the others-- which is not particularly easy-- or they are heretical/radical enough ''not'' to have you purged or sanctioned, it's only a matter of time before your magical mishaps kill you or worse. It is explicitly noted in the Splatbook it appears in that taking this package is effectively an open-ended death sentence.


* One background option in ''VideoGame/{{Arcanum|Of Steamworks And Magick Obscura}}'' is "[[NietzscheWannabe Nietzsche Poster Child]]", boosting EXP in exchange for increasing critical failure rate ("That which does not kill me can only make me stronger."). Given ''Arcanum'' has really annoying effects possible for critical failures (most are "deal damage to self", but also found are "receive injury that reduces stats and can only be healed by upper-end healing items" and "your weapon breaks instantly", "Armor damaged", "get stunned and most likely die because the thing you were fighting now has a few turns of uninterrupted, unmissable attacks", and multiple of the above) and EXP is given like candy already, only a pure diplomat (who doesn't really make any rolls that can critically fail, plus doesn't get the game's insane amount of combat EXP) can make any use of it, and even then, a background that boosts your persuasion stats (and the cap for them, as a stat's cap is based on its starting value) with a hit to combat stats may be better.

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* One background option in ''VideoGame/{{Arcanum|Of Steamworks And Magick Obscura}}'' is "[[NietzscheWannabe "[[Creator/FriedrichNietzsche Nietzsche Poster Child]]", boosting EXP in exchange for increasing critical failure rate ("That which does not kill me can only make me stronger."). Given ''Arcanum'' has really annoying effects possible for critical failures (most are "deal damage to self", but also found are "receive injury that reduces stats and can only be healed by upper-end healing items" and "your weapon breaks instantly", "Armor damaged", "get stunned and most likely die because the thing you were fighting now has a few turns of uninterrupted, unmissable attacks", and multiple of the above) and EXP is given like candy already, only a pure diplomat (who doesn't really make any rolls that can critically fail, plus doesn't get the game's insane amount of combat EXP) can make any use of it, and even then, a background that boosts your persuasion stats (and the cap for them, as a stat's cap is based on its starting value) with a hit to combat stats may be better.



* ''TabletopGame/DarkHeresy'' has the Nascent Psyker background package. Notable in that it is the ''only'' background package that costs 0xp (the game lacking a point-buy advantage/disadvantage system), Nascent Psyker gives your character spectacular powers (fuelled by Hell) which [[PowerIncontinence they can't control]], and which have a definite chance of randomly [[YourHeadAsplode making you, or everyone around you explode]], or [[DemonicPossession sharing your head with a daemon]]. Oh, and you have to be under extreme stress before those powers will manifest, and if any other characters find out you have them, they are legally obliged to either kill you, or capture you and send you across the galaxy to learn how to control it over the next decade or so (both options effectively requiring you to retire the character). Even if you manage to hide it from the others (not particularly easy), or they are heretical/radical enough ''not'' to have you purged or sanctioned, it's only a matter of time before your magical mishaps kill you or worse... It is explicitly noted in the Splatbook it appears in that taking this package is effectively an open-ended death sentence.

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* ''TabletopGame/DarkHeresy'' has the Nascent Psyker background package. Notable in that it is package from ''The Radical's Handbook''. One of the ''only'' few background package that costs 0xp 0 xp (the game lacking a point-buy advantage/disadvantage system), Nascent Psyker gives your character spectacular powers (fuelled by Hell) which [[PowerIncontinence they can't control]], and which have a definite chance of randomly [[YourHeadAsplode making you, or everyone around you explode]], or [[DemonicPossession sharing your head with a daemon]]. Oh, and you have to be under extreme stress before those powers will manifest, and if any other characters find out you have them, they are legally obliged to either kill you, or capture you and send you across the galaxy to learn how to control it over the next decade or so (both options effectively requiring you to retire the character). character, though the latter at least gives you the chance to come back as a Sanctioned Psyker). Even if you manage to hide it from the others (not others-- which is not particularly easy), easy-- or they are heretical/radical enough ''not'' to have you purged or sanctioned, it's only a matter of time before your magical mishaps kill you or worse...worse. It is explicitly noted in the Splatbook it appears in that taking this package is effectively an open-ended death sentence.


* In general, any RPG with time travel in it has some way of making your character conscious of any timeline changes. If this ability is optional and the game ''focuses'' on time travel, it generally turns into this trope; skip getting this ability and you'll be spending all of your time trying to get your character to figure out things ''you already know'' instead of taking advantage of whatever you get in return.



* In a time travel-themed RPG, you'd ''better'' take the advantage to be conscious of shifts in the timeline. Otherwise, your character will spend forever trying to figure out ''what you already know''!

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