Lucky/Unlucky either altered the penalty up or down one.
Tragic Love/Violence add a Trauma.
Wound/Illness reduce Stamina.
Poor/Alone nullify money or family.
Adversary/Rumor have something in your PCs past troubling him.
I decided to actually focus on making these permanent effects from the Disadvantages and expanding the list to encompass more than it did.
New Setbacks (Alternative)
- 1) Unlucky - roll die again, but add an additional point to numerical values, or choose Unlucky disadvantage.
2) Dead Man - you shouldn't be alive, permanently reduce Survival points by 1.
3) Aftermath:- Wound - Health reduced by 1 and free choice, or Ugly.
- Illness - Stamina reduced by 1 and free choice, or Weak.
5) Scarred - Mental Resistance reduced by 1.
6) Troubled Past:- Adversary - equivalent to Enemy disadvantage. If twice, bump up severity.
- Rumor/Secret - determine how this affects your character's social standing.
- Phobia - gain the Phobia disadvantage.
8) Tragedy:- Violence - Add two Trauma Points.
- Lost Love - Add a Trauma Point, -1 to Relation.
- Alone - Add a Trauma Point, prevents Ally advantage.
10) Lucky - escape the penalty from another Setback, or gain the Lucky Advantage.
When I refer to Enemy and Poor as stacking, this is how I would interpret the Disadvantage too. So both the Setback and Disadvantage could stack, both could come from one or the other twice.
The reason I figure this works is because Ally is variable rank, as is Financial Ease, why not these as well.
Of course, this is just a guideline for any House rules you want to invoke. I personally think it adds more flavor, since flavor text is important. These could end up being more rigid for some, but I think it enforces personality onto the character, especially for those not used to playing that way.
For example, a player could roleplay a Limp, or you could just have him have a Wound with -1 to Speed. Up to you if you want these to be dice roll based as well.