ADVANTAGES are helpful things which at times may have slight drawbacks. Like practically everything in the game, Advantages are purchased with Destiny, and since beginning characters have 50 Destiny points to spent on their character as a whole, it might do one well to look through the list early and see what Advantages are vital in representing one's concept.
Increase Attribute - 5 points per point raised, but still a Max 5 in any Attribute at the start of the game. Might best be raised after purchasing Kung Fu.
Increase a Skill - 1 point per die bought, Max 3 in any skill at the start.
Specialize in a Skill - You may buy two specialties for 1 point. Starting characters however can only buy a specific specialty once. You need more sessions before you can take a second level in the same one.
Lores - Ways a player can tie their character into the setting in a much more direct fashion. This can be a piece of History, a good Fortune, or perhaps access to an actual Weapon of the Gods.
Kung Fu Styles - These are also Lores, but handled separately as they are so central to the game. All characters start with Lightfoot 1 (including the First Technique) for free. Only Warriors may purchase uncommon Martial Arts at the start of the game. Martial Arts can only be raised to Max 3.
Each Kung Fu has a buy-in cost. The actual Techniques cost successively more points. So with Holy Fire, for example, the first three techniques are 1 + 2 +3, costing a total of six points.
DISADVANTAGES are ways in which your character is handicapped or inconvenienced by flaws. These, when they come into play, give you an additional point of Destiny. While you can bid for them to come into play, your Sage will determine if they kick in or not.
If the trait can be purchased multiple times, it will be marked with an asterisk (*).
ADVANTAGES
Affiliation (1-5) Represents being part of a social organization in the setting. The Destiny cost represents how much you are tied to the organization. While the characters ARE Ministers of the Emperor, not all are visually recognized or identified by the populace unless their Affiliation is high. In some instances, a Minister might be more recognized by the use of his Martial Arts than the appearance of his face.
1 Gang, or some group known only by name
2 Faction, or an influential noble family.
3 Secret Society, or a highly influential noble line.
4 Clan, or one of City States.
5 One of the Five Great Clans, or the Empire itself.
Animal Speech (3) Simple communication with animals is automatic, but realize they do have a limited comprehension of things. Attempts to have them do things is a Persuade roll with your Gold Chi Modifier added.
Archetype Gift * (10) You can now divert your Chi Aura to boost another skill, and gained access to that Archetype's special benefits (such as Daoist magic or Secret Arts). This is available only starting Third Rank.
Blessed by the Gods (8) The gods take special effort in keeping you alive. As long as you entertain them by facing bizarre peril after bizarre peril, you can in turn escape those travails. When running away or escaping such dangers, you don't suffer negative skill roll modifiers from wounds.
Common Sense (3) You have Quality Common Sense and gain a +5 modifier on Tactics rolls. In addition, if the GM recommends a course of action, you can ask if its common sense, and if it is, you can get a +5 modifier by following it.
Diplomat (3) You have Quality Negotiation Skills. This grants a +5 modifier on skill rolls for social climbing or bargaining.
Dreams (1) The Dao speaks to you in your dreams. You have odd symbolic dreams once every few sessions. It is your job to interpret them, however.
Empathic (3) You have Quality Empathy. Your knack of reading and understanding emotions gives you a +5 modifier in one-and one or small group interactions.
Fast (4) You have Quality Reaction Time, giving you a +5 bonus to Initiative and Athletics checks.
Followers (1-5) You have a bunch of loyal retainers who follow you around and take your orders. In return, you look up to their upkeep. You must have at least as much Wealth as the number of Minions you are supporting.
1 - Mob of 5, or Gang of 2, or Faction of 1
2 - Mob of 10, Gang of 5, or Faction of 2
3- Mob of 20, Gang of 10, or Faction of 5
4 - Mob of 30, Gang of 15, or Faction of 10
5 - Mob of 40, Gang of 20, or Faction of 15
Friends (1-5) You have allies who sometimes helps you out. To decide whether your friends can help in a given situation or not, make a skill roll. Roll one die for each point spent on Friends, and apply the following modifiers:
+5 Overzealous or superlative effort to win friend's aid.
-5 Haven't made an effort lately.
-5 Don't have an established local friend or ally with relevant expertise.
-10 Recent habit of outright refusing friends in their own time of need.
Difficulty - Request
10 - Get food, place to stay
15 - Help with minor or small debt.
18 - Help with life problem such as marriage or mentor's scorn.
20 - Help with opposing a significant enemy
30 - Help with opposing a High Power Organization
40 - Get useful help in opposing a demon or god.
Good Looks (3 or 6) At 3, you have Quality Beauty and gain a +5 modifier on skill rolls where your appearance is an important factor. At 6, you have Perfect Beauty which gives you instead a +10 modifier, but this also gives you a -5 modifier to fade into the background or drive others away.
Healthy as an Ox (3) You have Quality Constitution and have a +5 modifier against illness and disease.
Information Broker (1-5) You have established relationships with people in organizations who provide you with information. In addition, you can also purchase a Quality Contact (a single individual in specific organizations who have greatly useful information, for 3 Destiny each).
Modifier - Situation if contact has info
+5 - Quality Contact
-5 - Haven't made an effort lately to repay them for their time and trouble.
-5 - Don't have an established contact in the organization.
-10 - As above and the organization is small.
Difficulty - Request
10 - Access to trivial information and internal rumors
15 - Practical information
18 - Detailed information
20 - Sensitive information
30 - Very sensitive information
40 - Crucial secrets.
Inventive (3) You have Quality Cunning and gain +5 modifier on non-combat skill rolls where cunning and cleverness play a role.
Iron Fists* (3) You have Quality Fists (or feet, or teeth) and your natural attack is a Quality weapon with accordant benefits. Allows you to block with the desired part without automatically suffering 2 Health points and Maiming result that comes from blocking unarmed.
Lucky* (3) You receive a free point of Xia Joss at the beginning of each chapter. May be purchased up to 3 times only.
Possession (varies) Anything from a useful item, to a fine warhorse. If lost, will be replaced in time. Look at p.350 for price list of items and Destiny cost is the lowest Wealth level it can cost. Add 3 Destiny for a Quality item, and 6 for a Perfect item.
Robust (8) You recover from wounds more quickly than most. You can recover 2 Health points each point of Jade Chi you spend. Doctors have +5 to treat your wounds.
Secret Arts (Special) Knowledge of the generalities of the Secret Arts is available for free to Scholars at Fifth Rank, Courtiers at Fourth Rank, and Warriors at Third. You need the Advantage Archetype Gift to gain full access to the Secret Arts of Intrigue as Courtiers can, or the Daoist Magics of Scholars.
Superior Specialty (3) You have a Quality Specialty and gain a +5 modifier on skill rolls involving that specialty.
Tough as Nails (3 or 6) You have Quality Toughness at 3 and gain +5 modifier to resist pain and any rolls where wounds impose a negative modifier. At 6, you have Perfect Toughness and gain a +10 modifier.
Warning of Evil (5) You have an "Ah! Evil feeling!" or an internal alert that something bad is going down. This is not a 'danger sense' for you but instead a warning that something is happening to someone you care about, near or far.
Wealth (1-5) Reflects how much one commands in terms of assets and spendable cash. Wealth can only go up to 5. Wealth may not be used during character creation to make purchases. During character creation things are purchased as Possessions.
0 - Poor. You have enough to get by. You have Staring Gear. You have no permanent residence. You wear ragged clothing and straw shoes, if any shoes at all. Professions: Beggar, Buddhist Sage, Daoist, Disgraced Wife, Dispossessed Noble, Monk, Student.
1 - Adequate. Some savings. You don't starve but your meals are of millet and vegetables. You can buy hemp clothing on a regular basis, before they become raggedy. You may live in a one-room structure. Professions: Farmer, Righteous rebel, Soldier, Merchant, Tax Collector, Poet.
2 - Comfortable. Has some income or support from a family, clan or patron. Cotton clothes, decent shoes, meal with beef and rice. Nice apartment or little village hovel. Professions: Former Bandit, Craftsman, Censor.
3 - Well-Off. Has some cash and property. Afford clothing, meals, rice, pork and seafood. Home houses three generations of family and a servant or two. Possibly a farm in the country, supporting the home in the city. Professions: Circuit Judge, Constable, Lady of the Court, Merchant.
4 - Affluent. Have gobs of cash and silver. Have a few houses filled with plush furnishings and a decent staff. Eat fine meals with rice wine. You dress in silk. Professions: Proud Prince, Imperial Courtier, Imperial Eunuch, Minister, Imperial Advisor.
5 - Wealthy. Truly financially independent. Others use the resources of your land to make money, such as farming, mining or housing. Posh manor, fully staffed with fine furnishings and artifacts. Professions: Noble House Member, Great Merchant.
Weapon Training (1) - You are trained in the use of an unusual weapon such as rope dart, which require special techniques to use.
DISADVANTAGES
Black-hearted You have an arrogant anger-filled soul driven to dominate and overcome others. You are reckless and liable to pursue your egotism without thinking of the consequences. Every time you must be restrained by the fellow players from plunging into some pointless duel or something overtly egotistical, ill-advised or rage-drive, your player gains an additional Destiny point. Only one player character may have this. And note, if you invoke this too often, friends are less likely to restrain you, with predictable results.
Chronically Unlucky Once per session, the GM can amend your roll AFTER you roll and count your best set, to a 10. You cannot appear or re-roll even with Advantages or techniques that might permit such. Each time the Sage does this, you gain an additional Destiny point.
Cowardly Your character hates risks and conflict of any kind. Unless you have numbers on your side, you will seek out diplomatic or downright craven solutions to the question of violence. You suffer an automatic -5 modifier when someone Inspires Fear. Every time you rabbit or avoid combat and let others handle the fighting for you, you gain an additional Destiny point.
Egotistical Your character is smug, arrogant, and annoyingly superior. People dislike you, and on skill rolls such as Grace and Persuade, this imposes a -5 modifier. When your tendency to alienate people genuinely gets in your way, gain an additional point of Destiny.
Family Curse At some point, your family was cursed by the Gods, or some sorcerer. You have a nasty Chi Condition (p.276) and when it makes life horrible, gain an additional Desinty.
Hated Foe Someone hates your character for real or imagined reasons. You probably hate them back. Whenever this enemy acts against you, and their acts inconvenience or harm you, you get an additional Destiny point.
Hunted You are pursued by an organization with some resources to their disposal. The likelihood of this Disadvantage to come into play against you is dependent upon the power and resources of the organization hunting you. Each time you meet significant peril or endanger your associates due to this Disadvantage, gain a Destiny point.
Lazy Your character wants to do as little as possible and puts as little effort into everything. Each time this Disadvantage is so well played that you hamper your own aims though sheer laziness, gain a Destiny point.
Missing Body Part Consult with the GM on what penalties you should get with the missing part. You gain a Destiny point when your handicap works against you in some big way.
Narcolepsy Whenever you get stressed, this Disadvantage would kick in some time after. The moment things slow down, you fall asleep. Each time you fall asleep after a battle, you gain a Destiny point.
Onerous Obligation You have a responsibility you must fulfill, no matter what. Whenever this interferes with your own plans, gain one Destiny.
Overwhelming Passion The Passion you chose at character creation is not Trivial Strength but a Major Condition - the emotion that you've chosen rules a part of your thoughts always! Every time you make a stupid decision based on the obsession, you earn Extra Destiny.
Painfully Honest Such people cannot lie, they are horrible at it, or have no interest in attempting to do so. Such people receive a -5 modifier when you attempt to lie about anything. Every time you fail, you gain one Destiny point.
Rival You have a rival of approximately equal ability, who shares a similar goal, or like. The rival will do his best to win, making your life as miserable as possible in the interim. Whenever possible, the rival will try to overshadow you in charm, intellect or prowess. Every time your Rival inconveniences you, reaches the prize or makes you look like a fool, earn an additional Destiny.
Temperamental You have a bad temper. When you get frustrated, make a Moderate (20) Awareness task to keep your cool. If you fail, you fly into a rage. Each time this occurs, gain an additional Destiny. Limited to once per gaming session only.
Thick as a Brick Your character is stupid. Skill rolls treat your Genius as 0. Worse, it is obvious that you're not pulling with a full team of oxen. Each time your obvious destiny interferes with social interactions with others, gain an additional Destiny point.
Unwholesome First time you meet someone, they attempt an Everyday (18) Awareness task. If succeed, something about you makes them feel wary and distrustful. To gain someone's trust after such a reaction will take money and time. Every time you put off someone this way, gain additional Disadvantage.
Showing posts with label disadvantages. Show all posts
Showing posts with label disadvantages. Show all posts
Thursday, May 13, 2010
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