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Advantages
and disadvantages are things that may be chosen at character creation
or may be developed over the course of game play. At character creation,
a player may choose up to two advantages and any number of disadvantages.
The number of disadvantages MUST be equal to or greater than the
number of advantages.
When
taking an advantage, you must choose three disadvantages. Your moderator
will then pick one of these disadvantages and add detail, and that
will become your disadvantage. This means that the character has
some measure of choice in the kind of disadvantage she receives,
but that there is an element of risk.
For instance,
Michelle decides her character is rich, and picks Wealth.
In order to balance it, she will have to pick three disadvantages,
one of which the moderator will assign to her character. She chooses
Bad Luck, Infamous, and Criminal. She knows that the
moderator will decide which one of these three disadvantages she
will get, and the circumstances the moderator will choose. In this
case, her moderator decides she gained her newfound wealth illegally,
so she is a Criminal and has been branded on the back of
her hand for theft.
Two advantages
are more powerful than the others; Negate Race Penalty and
Blood of the Magi. These count as two advantage slots, which
means that if one of these is chosen as an advantage, the character
will be unable to have any other advantages. The player must pick
SIX disadvantages for the moderator to choose from.
If you
wish, you may take a disadvantage without taking any advantages.
In this case, you are permitted to outline all the details of the
disadvantage, within reason, and this is considered to be highly
advanced roleplaying. In all other cases, such as when a disadvantage
is assigned to balance an advantage, the details are determined
by the Character Application overseer or the character's first Moderator.
Lastly,
if you have been granted an advantage due to your race, you do not
need to pick a disadvantage to balance it.
ADVANTAGES:
Ambidexterous:
For all skills involving the use of two hands, this enables the
off hand to be used with more skill. This advantage is required
to learn two-weapon fighting, and the second weapon must be a small
or light weapon.
Prodigy:
The character begins with one or more of his magical talents awakened.
The character is thus aware of his magic, though he has no control
over it.
Perception:
The character's senses are enhanced, ennabling him to notice things
he would not have noticed before.
Affinity
[[specify]]: The character shares an affinity with something
or someone--fire, nature, magic, fighting, or something similar.
She knows it intuitively and skills related to her affinity are
easier to learn and perform.
Beauty/Charisma:
The character is possessed of such beauty or charisma that even
those not of her race hold her in awe. Affects NPCs only.
Memory:
The character enjoys a photographic memory. He can remember anything
at will and will not make the same mistake twice if he knows what
he did wrong.
Wealth:
The character begins with an additional 1000 gold which he may keep
or spend on starting possessions.
Negate
Penalty: Some races have penalties they usually cannot overcome.
Your character, however, is unique. Your character may ignore ONE
of his standard race penalties. Counts as TWO advantage slots.
Nobility:
The character was born a minor member of nobility. She is noble
no longer, but remembers the privilege and grace that she had before
she lost it, and she can move in noble circles where a peasant could
not go. The character must describe in her history why she is no
longer a noble. Note that this comes with a disadvantage related
to her fall from grace, such as Unknown Enemy, Marked as Criminal
or Infamous.
Blood
of the Magi: The character is a magical powerhouse. You may
choose one more magical talent than you are normally allowed, and
it may advance to the same level as your highest magic talent. If
it rises to expert, it counts against the restrictions on the number
of Expert skills. Counts as TWO advantage slots.
DISADVANTAGES:
Cursed:
The character has been cursed with powerful magic. Only the
greatest of magics can remove the curse.
Criminal:
The character has been tattooed or branded as a criminal, rightly
or wrongly. The mark is easily seen and is in a place such as a
forehead or the back of a hand. Criminal marks are recognizable
by everyone in that person's home Kingdom.
Unstable
Magic: When the character's magic has been awakened, he will
find that he can learn little control and/or that certain circumstances
will provoke a complete loss of control. If the character has no
magic talents, this instead means that all adverse magic will have
an increased effect on the character, and all other magics will
not perform their original function and will indeed become harmful.
Affliction:
The character has been afflicted with weakness, an illness, or a
deformity. One or more of his physical statistics may be reduced.
Infamous:
Your character has a bad reputation. People all over the Kingdom
speak your name, and it isn't with kindness. Your description has
been passed around by word of mouth and reactions of others will
vary from avoidance to attack.
Phobia:
Your character is phobic about something...strongly so. If your
character is exposed to a great deal of what he is afraid of, he
may do things uncontrollably and reverts to the control of the moderator
in this case.
Weakness:
Your character is weak to certain things, for instance cold, heat,
humidity, magic, or light. Any attacks directed at the character
with such characteristics will have increased effect, and environmental
conditions involving this weakness will have an increasingly debilitating
effect on the character.
Bad
luck: Your character is cursed with bad luck. Circumstances
may define when your luck turns sour, or it may happen all the time.
This affects both the character and sometimes the character's party.
Scarred:
Perhaps if your character was awakened early, or perhaps due to
being the victim of another mage's surge or of a magical storm,
your character has become Scarred. This ranges from a physical deformity
to a magical effect such as a glow to having hair that moves without
wind. This automatically marks you as involved with magic whether
you are or not and may have other effects.
Unknown
Enemy: Your character or your character's family has gained
the attention of a powerful enemy. This has caused immense damage
in your life already and will continue to do so. There are very
few clues as to your enemy's identity.
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