Okay, in the vein of this thread, I'm going to post my Squib's Guide to Hindrances. By no means should this be taken as a serious guide to character building; rather, it's specifically geared towards min/maxing and other forms of loophole exploitation. (If anything, you find yourself consistently doing things like this, you may want to reconsider your true motives.)
As an aside, note that when building a one-shot race, it almost always makes sense to put as many of the Hindrances as you can justify onto the race itself, because you can buy cool abilities that may not even be available as Edges (or which may be cheaper than Edges--compare the Toughness boost to Tough as Nails).
Second, in any case where there is a Major/Minor option, assume that it's the Minor version being discussed. Most of the time, the actual penalties associated with the Major version are going to be anethema to Squib Philosophy.
So, to begin, we have our list of prime choices for Hindrances for the Squib. The primary reason for them to appear on this list is that they have minimal (or frequently no) impact on mechanics. They lean heavily towards role-play guidance, with a few mechanical drawbacks that are only a problem if you're adventuring solo (or if everyone at the table is thinking the same way).
You won't necessarily be able to take all of these, of course, since many of them are contradictory. Just pick the ones that best match your natural play-style, so that you can respond to complaints about your character's conduct on "good role-playing". In general, though, any of these will work for 90% of the characters out there--this is your go-to list for "if there's no specific reason not to, do it".
Clueless (This one should only be taken by one or two members of the party; you'll want someone to be able to succeed reliably at Common Knowledge rolls, after all)
Code of Honor
Death Wish (this should be designed so that the "I can die now" is pretty much accomplished when you complete the campaign: "Destroy the Three Hags" in a 50 Fathoms game, for instance)
Delusional (really, at the Minor level, this is a reskin of Quirk)
Next up, we've got the Fugly Bunch. All of these share a single mechanical drawback--they kick you in the Charisma. Since even a minor flat penalty is brutal in SW, once you hit -2, you may as well just keep going. As such, they may be things you want to avoid in social campaigns, or if you're wanting to be the party's face. If, OTOH, you're already planning on playing a sociopathic loner outsider? Yeah, go for it, these may be a better fit than the first list.
Next up are the highly situational choices. They have a significant mechanical effect on a specific trait or type of roll. While serious role-players might welcome the challenge of playing against type or overcoming a significant obstacle, the Squib is specifically trying to avoid that sort of thing. Ergo, only consider these if you're playing a concept for which the specific drawbacks are a non-issue. For instance, if you're playing a diplomancer/spellcaster in a low-tech setting , All Thumbs is suddenly a free boost; similarly, if the campaign is set in a temperate urban setting, anemic becomes much less likely to be a problem (especially if the succor Power is on the table).
Hard of Hearing
The last two are the Lazy GM pair. Their Squib Factor is in direct proportion to your GM's laziness, since the opportunities for them to have an impact depends heavily on the GM writing them into the campaign. Just be prepared--sometimes, even the laziest GM will wake up, note the words on the sheet, and decide this is the moment for your Enemy to strike.
Most other Hindrances have too broad an impact to really appeal to the Squib. Ergo, you'll want to evade them as much as possible.
Edited to move Obese to the third category.
Last edited by Freemage
on Fri Feb 17, 2017 4:41 pm, edited 1 time in total.