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What I've been thinking is giving the Jock something like, "Big Damn Hero: You're an action star or hero in your own mind." for their Advantage and playing with the idea of them being too courageous for their own good. While their Disadvantage could be, "Despair in Defeat: You don't handle loss very well at all." 

I think those are more RP advice than advantages or disadvantages.  A nerd loosing their glasses is a clear weakness, a rich kid having money is a clear advantage.  Anyone can be brave, only the rich kid bribe their way out of trouble.

While I agree, all of the Advantages and Disadvantages are narrative to begin with and mone do anything mechanical even while playing. These are all used to add spice to a situation just like  Big Damn Hero and Despair in Defeat. What they do during a game is more up to the interpretation of the GM and Players.