Advantages and Disadvantages

Taking an Advantage Cost CCP, while taking a Disadvantage gives you that CCP.

So taking 30 points of Advantages and 30 points of Disadvantages means you still have 50 CCP to spend!

Advantages and Disadvantages are labeled according to their cost or point value. Some must be purchased at character creation, while others can be picked up at a later time.  Disadvantages may be bought off later on, however they cost double points to buy off. Buy-offs may only be done with plot approval, under certain conditions and circumstances. It is very difficult to buy off or work off a Disadvantage, and there are some (such as Color Blind) which may never be able to be bought off without considerable in-play research and effort.

These are the basic Advantages and Disadvantages.  For full mechanics of each ability, check out our Rule Book.  Your new character is allowed any number of Advantages, but a maximum of 30 points of Disadvantages, which will act as bonus CCP towards your new character.

Advantages

Ambidextrous - Cost: 4 Points

Description: You may use either hand in order to call Combat or Martial Skill taglines with your weapon.

Mechanics: You may use your off hand as if it were your primary hand for the purposes of calling Combat and Martial Skill weapon-related taglines. (Note: without this Advantage, you may not use any of your special weapon-related Combat or Martial abilities with your off hand, even when wielding dual weapons.)

Aura Sight - Cost: 6 Points

Description: You can see and interpret the auras of all living creatures. You can tell if the creature is wounded, dead, unconscious, asleep, knocked out, healing, paralyzed, diseased, poisoned, corrupted, nauseas, etc. You can also sense the subject's overall mood. 

Mechanics: This may be done as a point and click ability.

This Advantage may be used to enhance the Surgeon and Psychology Skills by adding one additional bonus point to your Total Skill Level (TSL).

Commune with Animals - Cost: 4 Points

Description: You understand and empathize with animal instincts and behavior so well that you can actually communicate with creatures in a rudimentary sense. 

Mechanics: To use this ability, you must call the tagline “Commune with Animals” and then approach the target animal slowly, with both hands empty and palms exposed facing the creature to show that you bear it no ill intent. 

Additionally, this Advantage may be used to enhance the Animal Training Skill by adding one additional bonus point to your Total Skill Level (TSL).

Divination - Level 1 to 5 – Cost: variable

Description: Divination allows you to scry for advice, or for a glimpse into the past, present, or future. Generally, any answers received are cryptic and often in the form of riddles or vague imagery.

Mechanics: Divination is as a times per day per level (TDL) skill. This means that you may use Divination as many times each day as you have levels in the skill. You may buy additional levels with EXP after character creation, but you must buy at least the first level, representing raw talent, at creation. 

Please note: See Divination under Chapter 8 in the Rule Book for full mechanics.

Level 1 - Cost: 2 - Fortune Teller

You can read Tarot, stones, etc convincingly, but gain nothing of any real truth or value. 

Level 2 - Cost: 4 - Clairvoyant

You have a knack for seeing the fate of those you care about. By focusing on a specific person/item/location, you can see events related to your target. 

Level 3 - Cost: 6 - Diviner

You can read the nuances of the Fates, and have real talent for calling upon the truth waiting to be revealed. 

Level 4 - Cost: 8 - Farsight

By focusing your energy on a specific target (be it a person, location, or item) you can gain an insight into that target's current state. 

Level 5 - Cost: 10 - Oracle

The Powers that Be speak to you, sometimes at inopportune times. 

*** Like most things of a mystical nature, Divination comes with a price.  ***

All side effects last for x minutes, where x = the # of minutes = the character's level in Divination. (level 1 = 1 min, level 2 = 2 min, etc)

Level Side Effect

1 You lose the ability to control your volume for x-minutes.

You may only yell or whisper, player’s choice.

2 You suffer from x-minutes of short term memory loss and disorientation.

You do not recognize normally familiar people and places. As a Confusion effect, but it lasts for less than the normal 10 minute duration.

3 You regress to your childhood for x-minutes.

You may play this off however you feel is appropriate to your character’s background story.

4 You go blind for x-minutes as your eyes begin to bleed.

You should keep a small bottle of fake blood or red makeup in with your Divination tools.

5 You take the real-world effects as seen in your Divination.

Essentially, you have traveled astrally in order to witness your target firsthand in Spirit Form. 

Dreamwalker - Level 1 to 3 - Cost: variable

Description: You are able to control and manipulate your own dreams and sometimes the dreams of others. This can be used to combat the Nightmares Disadvantage.

Mechanics: Effectively, if you actively Dreamwalk, you may temporarily lower the Nightmares Disadvantage by one level (ie: level 3 goes down to 2, or level 2 to level 1), however you may never eliminate them completely.

Note: You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing raw talent, at Character Creation.

Level 1 - Cost: 2 - Dreamwalker

As above, you may help a single person (including yourself) to ward off or navigate their Nightmares. Additionally, you are able to safely navigate the commonly known Dream Paths within the Realm of Dreams. 

Level 2 - Cost: 4 - Dreamcrafter

You may now assist 2 persons (including yourself) in warding off or navigating Nightmares. Additionally, you can safely navigate the ever-shifting Pathways of the Deep Dream. 

Level 3 - Cost: 6 – Lucid Dreamer

You may now assist 3 persons (including yourself) in warding off or navigating Nightmares.  At this level, you now have a cursory understanding of the often obscured Pathways within the Dark Dreaming. 

Enhanced Hearing - Cost: 2 Points

Description: Enhanced hearing allows you to hear conversations at a distance.

Mechanics: You must call “Enhanced Hearing” to activate the ability, after which you should specify what you are searching for, such as “Do I hear anything moving in the woods?” This Advantage also grants immunity to Knockout effects. This Advantage may be used to enhance Performing Arts, Espionage, and Engineering by adding one additional bonus point to your Total Skill Level (TSL).

Enhanced Sense of Smell - Cost: 2 Points

Description: This allows you to smell subtle fragrances and aromas, as well as analyze the wind.

Mechanics: This Advantage may be used to detect subtle changes in one’s surroundings. To use this ability, you should call “Enhanced Sense of Smell” and then specify what you are attempting to detect. This Advantage may be used to enhance the Botany and Woodsman Skills by adding one additional bonus point to your Total Skill Level (TSL).

Enhanced Sense of Taste - Cost: 2 Points

Description: This allows you to taste traces of minerals, additives, spices, or other substances.

Mechanics: This Advantage may be used to detect poisons with which you are familiar, however you must immediately spit out the offending substance and take an instantaneous Nausea effect. To use this Advantage, you must call “Enhanced Sense of Taste” and specify what you are attempting to detect. It may be used to enhance the Culinary Arts, Apothecary, and Alchemy Skills by adding one additional bonus point to your Total Skill Level (TSL).

Enhanced Sense of Touch - Cost: 2 Points

Description: This allows you feel minute inconsistencies in an item's surface, such as cracks or chips.

Mechanics: To use this Advantage, you must first call “Enhanced Sense of Touch” and then immediately roleplay the use of this ability, be it caressing an item carefully, letting the wind blow across your skin, placing your foot down gingerly ahead of you, or something similar to show that you are taking extra time in actually feeling the item or sensation in question.  It may be used to enhance the Artisan, Mariner, and Stealth Skills by adding one additional bonus point to your Total Skill Level (TSL).

Enhanced Sight - Cost: 2 Points

Description: This allows you to see and make out details at a great distance or a tiny scale.

Mechanics: You can see inconsistencies in level, angle, thickness, etc, and can detect nuances that others might easily miss. This Advantage may also allow you to see in near darkness as if it were twilight. In order to use this ability, you must call “Enhanced Sight” and then specify what you are searching for. This Advantage may be used to enhance the Architect, Naturalist and Tactician Skills by adding one additional bonus point to your Total Skill Level (TSL).  *** This Advantage may not be taken in conjunction with either the Far Sighted or Near Sighted Disadvantages. ***

Guild Contact - Cost: 4 Points

Description: You have a friend, relative, or contact who is a higher-up Guild member, of Master or Grand Master level. This person will go out of his or her way to assist you if you ask. You must specify in your Character Background History the name, Guild, Guild Rank, title, position, etc. of the person with whom you have forged your alliance.

Mechanics: This Advantage is designed specifically to assist with downtime actions and the gathering of information between events (IBGA’s). Very rarely will these named NPC's pay a visit in person.

Heirloom Item - Cost: 10 Points per Item (to a max of 3 Heirloom Items per player)

Description: You are in possession of a family Heirloom that has been handed down from generation to generation within your family. You must indicate in your Character Background Story who you got it from, how or why it was given to you, and who the original owner / wearer / wielder was.  Your Heirloom Item may be anything of value with an in-game appraisal assigned to it. 

Mechanics: Any item can be an Heirloom Item, but the item must be unique and easily identifiable in some way, and must be tagged. Any and all special abilities or effects of an Heirloom Item will be strictly Find Out In Play at Plot’s discretion. Please contact Staff for more information.

The only exception to the Heirloom Item requirement for non-standard armor and/or shields is Ruby (red). Rather than take this Advantage, any player hailing from the Maerisian city-state of Pyralis may purchase a Ruby shield and/or armor at a 5x cost multiplier over that of a regular piece of comparable size and/or quality/level. Constructing a weapon of any non-natural solid colored duct tape requires you to either purchase this Advantage or pay full price for the weapon out of your start-up coin (at the gemforge level of 5x standard material cost). Regular weapons must be brown or tan (wood), grey (steel), silver, gold, or white (bone).

Inhuman Courage - Cost: 4 Points

Description: You have trained your mind to overcome your fears and simply cannot be easily intimidated.

Mechanics: You are granted a mental resist after five minutes of meditation. Further, this ability may be used to stay conscious for the first minute you are critical.*** This Advantage may not be taken in conjunction with the Easily Manipulated Disadvantage. ***

Intuition - Cost: 2 Points per Level (max 10 Points / Level 5)

Description: You instinctively know things.

Mechanics: Once per day per level, you may ask plot for a one word answer to a specific question, but seldom will the answer be as simple as yes or no. This Advantage may be used to enhance the Written Word, Cartographer and Merchant Skills by adding one additional bonus point to your Total Skill Level (TSL).

*** This Advantage may be purchased up to 5 times with CCP or may later be raised with EXP at 2 EXP per level. You must begin play with Level 1 (2 Points) in order to purchase additional levels later with EXP. ***

Light Sleeper - Cost: 4 Points

Description: You wake up at the slightest sign of noise or danger.

Mechanics: You will get 1 minute of advanced warning from a Marshal in the event of a cabin raid. *** This Advantage cannot be taken in conjunction with the Heavy Sleeper Disadvantage. ***

Luck - Cost: 4 Points

Description: Somehow you manage to come out on top at even the worst of times again and again, and nobody can quite figure out why. 

Mechanics: Once per day, you may call Luck in order to evade a single attack or effect. This Advantage may be used to enhance the Gambler Skill by adding one additional bonus point to your Total Skill Level (TSL).*** You may NOT take this Advantage in combination with the Bad Luck Disadvantage. ***

Medium - Cost: 2 Points

Description: You can sense, see, speak to, and interact with Spirits.

Mechanics: In order to communicate with a Spirit, you must point at the Spirit(s) that you wish to speak to and announce “Spirit, I See you.” 

Natural Immunity - Cost: 6 Points

Description: You have a natural resistance to disease. Your body does not succumb to it easily.

Mechanics: Instead of taking the effects of a disease, you should roleplay the effects of an allergy. *** This Advantage may not be taken in conjunction with the Weakened Immune System Disadvantage. ***

Noble Birth - Level 1 to 3 - Cost: variable

Description: Your parents are or were nobility. 

Mechanics: The Noble Birth Advantage is here solely for the purposes of granting you worldly respect and garnering information during your IBGA’s. Your family may be powerful, but they may not always be willing or able to help you without significant risk to themselves or the family as a whole. This Advantage may be used to enhance the Socialite and Diplomat Skill by adding one additional bonus point to your Total Skill Level (TSL) Note: You may NOT buy additional levels with EXP after Character Creation.  *** Please note this requires plot approval. Do not expect to play the Heir Apparent.  Please contact Staff for more Information. ***

Level 1 - Cost: 2 - Landed Family

Among your direct lineage is a well-respected Merchant, Landed Noble, Famous Scholar, etc. Your family has (or had) a large estate and enough wealth to live quite comfortably, and likely has servants and many people in its employ. You hold no formal Title, however your family has quite the reputation among its peers and countrymen.

Level 2 - Cost: 4 - Titled Family

Your family boasts a Master Guildsman, County Governor, Tribal Chieftain, etc. Your family is Titled in your native land, making you a Lord/Lady, Duke/Duchess, Count/Countess, etc. You may choose whatever formal Title you wish, however you may not be descended from a Royal lineage.

Level 3 - Cost: 6 - Noble Family

Your direct ancestry hails from the lineage of a Legendary Guildsman, Senator, Regional Leader, War Council member, Family Head, etc.  You must be at least 2 degrees removed from the throne (ie: a grandchild, cousin, niece, etc.) and may not play anyone in the ruler’s immediately family (no children, parents, or siblings).

Pain Resistance - Cost: 2 Points

Description: While you are not immune to all Pain Effects, you have learned to focus your mind in order to block out and ignore the negative debilitating effects on your body.

Mechanics: You still feel the pain, and should roleplay as such, but you are able to work through it. You may wince as you call “Resist” and then continue to move, fight, advance, etc, instead of acting out the usual debilitating 10 second Pain Effect.*** This Advantage may not be taken in conjunction with the Pain Intolerance Disadvantage. ***

Plot Chosen Advantage – Charmed Existence - Cost: 5

Description: Let Plot decide your fate!! That’s always a good idea, right? Besides, this is listed as an Advantage… How bad could it be?

Mechanics: Most likely your Advantage will not mimic anything on this list, but, as always, Plot reserves the right to award these points as we see fit. 

Plot Chosen Advantage - Destiny - Cost: 10

Description: How brave are you feeling? Everyone knows we never choose our own Destiny…

Mechanics: As above, but with Destiny, you are ensuring that your character will have one hell of a retirement option once all is said and done. This Advantage may come to you in the form of a rare and unique item that you must protect at all costs, an insight into a greater world mystery, or a specific plotline that you alone hold the key to solving.

Political Contact - Cost: 4 Points

Description: You have a friend, relative, or contact who is high up in the political scene within his or her Nation. You must specify in your Character Background History the name, rank, title, position, etc of the person with whom you have forged your alliance.

Mechanics: This Advantage is designed specifically to assist with downtime actions and the gathering of in-between-game information (IBGA’s). Very rarely will these named NPC's pay a visit in person.

Pure Soul - Cost: 10 Points

Description: You are an inherently good person - pure of heart, with unshakeable faith in what you know to be the right course of action.

Mechanics: Once per day (this Advantage resets at 6pm daily), you may call “Resist” to any Corruption effect. Any Corruption effects that do take hold on you are halved. 

Once per event season (calendar year), you may use the tagline: “Light in the Darkness – Avatar’s Blessing.” You are immune and may call “No Effect” to any Corruption effects that target you.

Regeneration - Cost: 8 Points

Description: While your body cannot heal itself, your blood itself naturally coagulates very quickly.

Mechanics: Wounds stabilize automatically after one minute of bleedout if your character has not been dealt a killing blow or disintegration effect.*** This Advantage cannot be taken in conjunction with the Fast Bleeder Disadvantage. ***

Resilient - Cost: 6 Points

Description: You have a natural resistance to poison. Your body does not succumb to it easily.

Mechanics: Instead of taking the effects of a poison, you should roleplay the effects of an allergy.*** This Advantage may not be taken in conjunction with the Poison Susceptibility Disadvantage.***

Slow Bleeder  - Cost: 4 Points

Description: Your blood coagulates faster than normal, thus it takes longer for you to bleed out.

Mechanics: Instead of the normal five minutes of bleedout time, you have ten minutes until death.*** This Advantage may not be taken in conjunction with the Fast Bleeder Disadvantage. ***

Swift Healer - Cost: 6 Points

Description: Your body naturally heals faster than most people.

Mechanics: You are given a level of enhanced healing for free, down to a minimum of 1 minute.*** This Advantage may not be taken in conjunction with the Slow Healer Disadvantage. ***

Tattoo - Cost: 6 Points

Description: You have an Empowered Tattoo, effects of which are FOIP, but not negative.

Mechanics: Must be Phys-Repped.  At any point once your character has discovered magic, you may invoke your tattoo.  A Marshall must be present at this time.  If taken in conjunction with the Disad "Freakshow," you can use the same tattoo for both, so long as the qualifications are met.

Thick-Skinned  - Level 1 to 3 - Cost: variable

Description: You skin is unusually thick, making you more resistant to wounds and damage.

Mechanics: This ability allows you to absorb damage on your skin as if you were wearing armor. Note: You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing natural ability, at Character Creation. The Tag Line for this is “skin”.

Level 1 - Cost: 2 - Iron Hide 

You can absorb 1 point of damage before you take a wound.

Level 2 - Cost: 4 - Steel Hide

You can absorb 2 points of damage before you take a wound.

Level 3 - Cost: 6 - Diamond Hide

You can absorb 3 points of damage before you take a wound.

Well-Off  - Cost: 10 Points

Description: Either your family has money, or you have made quite the name for yourself in your chosen field of business.

Mechanics: Per event, you receive a total of 1 gold per Gathering.

 

Disadvantages, Max 30 Points

Addiction - Cost: 6 Points

Description: There is a substance or activity that you just can't function without. It may be obvious, like Intoxicants, or perhaps something less sinister, like herbal tea, your morning prayers, chess, or even salt. Whatever it is, you have great difficulty resisting its temptation when its presence is known to you.

Mechanics: Whatever your Addiction, you must partake of it at least once every six hours. If you do not partake of your vice, for the first hour after you must roleplay nervousness and shakiness. After that, you take the effects of a Lesser Poison (1 additional hour).

Allergy - Mild - Cost: 2 Points

Description: You are allergic to a specific substance or material. The offending substance must be specified in your Character Background History, and may be any sort of chemical or material that you wish, however it MUST be something that you are likely to come into contact with in play.

Mechanics: If you come into contact with this substance or material in play, you have an Allergic Reaction which lasts for 10 minutes. 

Allergy - Severe - Cost: 6 Points

Description: You are severely allergic to a specific substance or material. Rather than making you ill, this level will actually knock you unconscious. The offending substance must be specified in your Character Background History, and may be any sort of chemical or material that you wish, however it MUST be something that you are likely to come into contact with in play. 

Mechanics: On contact, you fall unconscious for 10 minutes, after which the nausea and discomfort lasts for 50 minutes once you regain consciousness. When the entire hour has elapsed, you recover fully with no lasting effects.

Bad Luck - Cost: 4 Points

Description: You have a knack for trouble and tend to lose things, and many accuse you of clumsiness. 

Mechanics: You cannot take the Luck Advantage or receive any Luck effect in play. *** You may not take this Disadvantage in conjunction with the Luck Advantage. ***

Blackmail - Cost: 4 Points

Description: Either you are blackmailing someone of importance, or someone is blackmailing you.

Mechanics: You must specify in your Character Background History whether you are the blackmailer or the blackmailee. You should also specify the details of how you came to gain or lose such a juicy tidbit of inside knowledge.

Chronic Condition - Cost: 6 Points

Description: You have a non-contagious chronic condition or Disease that cannot be cured by any known remedy or medical procedure. You may specify your ailment in your Character Background History if you wish, or you may leave your illness as a mystery for Plot to determine at will.

Mechanics: Whatever the condition, you must partake of a Tonic at least once every six hours. 

Color Blind - Cost: 6 Points

Description: You see the world in black and white, quite literally. You have either lost your ability to discern colors or were born with monochromatic color blindness.

Mechanics: You are not able to discern colors at all, so your entire world appears in shades of black, white, and grey.

Compulsion - Cost: 2 Points

Description: You have the compelling urge to partake of some substance or activity whenever the opportunity presents itself. Your character’s compulsory obsession should be specified in your Character Background History. It may be as specific or vague as you like (within reason).

Mechanics: You may resist temptation, but you should roleplay the urge and make a show of trying to resist. 

Corruption - Level 1 to 5 - Cost: variable

Description: You begin game with a partially corrupted soul.

Mechanics: This is the direct result of a very bad, very evil decision that you have made, and should be fully explained and detailed in your character history. All consequences of Corruption are strictly Find Out In Play. *** This Disadvantage may not be taken in conjunction with the Pure Soul Advantage. ***

Level 1 - Cost: 2 - Lesser Evil

You committed an evil act and have regretted it from the moment you made your bad decision.

Level 2 - Cost: 4 - Reluctant Villain

You really didn’t mean to be evil, it just sort of happened to you. 

Level 3 - Cost: 6 - Sniveling Coward

You sat by and watched a travesty unfold while doing nothing to stop or prevent it. 

Level 4 - Cost: 8 - Heartless Bastard

You have knowingly and willingly betrayed someone or something that should have been very dear to you. 

Level 5 - Cost: 10 - Soulless Fiend

You did something unforgivably heinous, willingly and knowingly, and are what most people would consider to be a being of pure and unadulterated evil. 

Delusions - Cost: 4 Points

Description: You have one or more personal fantasies that you have become utterly convinced are the absolute truth. It has no basis in fact, but in your mind it happened just the way that you imagined it.

Mechanics: Your Delusion must be explained and specified in your Character Background History.

Disgraced - Cost: 6 Points

Description: You have failed in your duties or position and have been cast out of your native society. 

Mechanics: Depending on the culture, the traditions and reasons for casting someone out may vary greatly, however Outcasts are universally recognized as traitors, cowards, and Oathbreakers. 

Easily Manipulated - Cost: 4 Points

Description: You are particularly susceptible to Mind Effects.

Mechanics: All negative Mind-Effecting Compounds and Skills affect you twice as badly. Any negative Mind Effect that you cannot counter will affect you for double the normal time.  *** This Disadvantage may not be taken in conjunction with the Inhuman Courage Advantage. ***

Far Sighted - Cost: 6 Points

Description: You can see things a great distance off, however, to view close in items or printed materials clearly (within 20 feet of you), you must use a magnifying glass or spectacles.

Mechanics: You may not use any Craft Skills or any skill involving reading without a prop to aid your vision. If you are writing without the aid of your glasses, you should squint your eyes and alter your handwriting to signify not being able to properly view the paper. You may take this Disadvantage if you wear glasses to correct this condition in real life. *** This Disadvantage may not be taken in conjunction with the Enhanced Sight Advantage. ***

Fast Bleeder - Cost: 6 Points

Description: Your blood is thin and does not coagulate normally, thus you bleed out faster than most.

Mechanics: Instead of the normal 5 minute bleedout your count is now 2 minutes (all unconscious).*** This Disadvantage may not be taken in conjunction with the Slow Bleeder Advantage. ***

Freakshow - Level 1 to 3 - Cost: variable

Description: You have a physical condition, deformity, disfigurement, or identifying mark that makes you appearance disturbing to others at a glance. 

Mechanics:  You must be prepared to wear the appropriate makeup, prosthetic, tattoo, etc in order to take this Disadvantage.

Level 1 - Cost: 2 - Freakish

fangs, odd eye color (contact lenses), odd skin tone (highlights other than blue or green), odd hair color (dyed or sprayed in - Syrene may not use this as it duplicates their racial makeup requirements), minor scars/birthmarks/tattoos/etc (minimum of 3 inches visible)

Level 2 - Cost: 4 – Unsettling

webbed hands and/or feet, webbed ears, one eye, extremely hairy or furry, odd skin patterns (such as scales, molting, blotches, etc), major scars/birthmarks/tattoos/etc (minimum of 6 inches, must be obvious and visible)

Level 3 - Cost: 6 – Monstrous

hunchback, one arm, full-body alternate skin color, shredded or broken wings, etc.

Guild Enmity - Cost: 6 Points

Description: You have made an enemy of a particular Guild. 

Mechanics: This is primarily a roleplaying challenge and a mechanic to hinder both Craft Skills and IBGA’s. 

Heavy Sleeper - Cost: 4 Points

Description: You can sleep through even the loudest noise or imminent danger.

Mechanics: In the event of a cabin raid, you may not act for a full minute after you wake up. *** This Disadvantage may not be taken in conjunction with the Light Sleeper Advantage. ***

Hunted/Wanted - Level 1 to 3 - Cost: variable

Description: Somebody wants you dead, or at least wants to see you rotting in jail. 

Mechanics: If you are lucky enough to be wanted alive, you can expect that a posse will show up to take you in for justice. 

Level 1 - Cost: 2 - Fugitive

You have angered a low level Noble, politician, merchant, local or tribal leader, local Magistrate, etc. You may be hunted by an assassin or a bounty hunter, or perhaps a small group of mercenaries.

Level 2 - Cost: 4 - Wanted

Your deeds have earned you the hatred of a high level politician/advisor, military leader, Guild Member, powerful Merchant House, etc. You are sought after by an organized group, such as the Brazleton Detective Agency or a Vikaa’ran Hunting Party.

Level 3 - Cost: 6 - Traitor

You are wanted by an entire nation/race/government/Guild/etc, or by any monarch/leader thereof. There are standing orders to capture and/or kill you on sight. You may find yourself pursued by an entire army or armada. Even if you are sought alive, it is only to be brought back to stand trial and await execution.

Illiterate - Cost: 4 Points

Description: Either you never had the opportunity to learn, or you just didn't care to. Whichever the case, you cannot read or write.

Mechanics: This skill may be learned in play, but in order to buy-off this Disadvantage, you and your teacher must simultaneously devote three consecutive IBGA's to this process. 

Lame - Cost: 8 Points

Description: There is something wrong with your legs, and thus, you cannot walk or run normally.

Mechanics: Be it due to birth, injury, etc, you must walk slowly with something to aid you, such as a cane, walking stick, staff, etc.

Loyalty - Cost: 2 Points

Description: There is an individual, group, or organization to which you are blindly and completely loyal. In your eyes and mind, they can do no wrong, can utter no falsehood, and can commit no injustice, even if you are presented with irrefutable evidence to the contrary.

Mechanics: You get a +1 bonus anytime you come to their direct defense. This can be +1 damage if the person is being attacked and you step in the middle, or it can be a +1 to Skills or IBGA's used to defend this person or groups' work, word, or reputation.

Mute - Cost: 8 Points

Description: You cannot speak. Your voice box was damaged, and you are unable to produce words or coherent sounds. You should specify in your Character Background History how this came to be.

Mechanics: You may laugh, whimper, hiss, etc, but only softly in a whisper-tone, and it may only be sounds produced by the movement of air. 

Near Sighted - Cost: 6 Points

Description: You can see things clearly that are close to you (within 20 feet), however, to view anything at a distance you must use a spy glass or binoculars. All shapes farther out are merely blurry fuzzy blobs.

Mechanics: You may take this Disadvantage if you wear glasses to correct this condition in real life, however, be aware, you must wear your glasses in play.*** This Disadvantage may not be taken in conjunction with the Enhanced Sight Advantage. ***

Nightmares - Level 1 to 3 - Cost: variable

Description: You suffer from horrible, traumatic nightmares every night, and most days you wake up screaming in a cold sweat. You should specify in your Character Background History how long you have had them, what triggered them (if your character knows their cause), and give Plot a description of what haunts your dreams. 

Mechanics: ANY player who takes this Disadvantage, no matter the level, may be pulled into a dream module by Plot at any time of the day or night. 

Level 1 - Cost: 2 - Bad Dream

You suffer from bad dreams that keep you up at night. At this level, this is effectively a roleplay-only Disadvantage and does not affect you negatively in play. You always wake up nervous and uneasy.

Level 2 - Cost: 4 - Night Terrors

You may not take the Light Sleeper Advantage. You become trapped nightly within your dreams, which are severe enough to affect you every day. Each morning, you wake up shaking, and on the worst of days, screaming in a cold sweat. For 1 hour after waking, you are so distraught that you are unable to use any Skills or Combat Maneuvers.

Level 3 - Cost: 6 - Prisoner of the Dream

As above, but there are some days that you are unable to wake up on your own. You become trapped within the Dark Dreaming, and must be shaken or Awakened by someone still in the Waking Realm. There are even days when you get pulled into the Dark Dreaming from the Waking Realm and fall unconscious as the Dream takes you over and sucks you in. In your heart, you know the Dark Dreaming can kill you… it’s just a matter of how and when…

Pain Intolerance - Cost: 2 Points

Description: Your threshold for pain is extremely low, and you simply cannot bear the smallest amount of physical discomfort.

Mechanics: All pain effects last double the normal time. 

Paranoia - Cost: 4 Points

Description: Someone or something is out to get you… you just know it! 

Mechanics: You take paranoia to the extreme. You are always on edge, always on your guard, as if expecting something to jump out of the shadows at any moment.

Plot Chosen Disadvantage - Level 1 to 5 – Cost: variable

Description: Let Plot decide your fate!! <insert maniacal laughter here>

Mechanics:  Plot reserves the right to award these points as we see fit. 

Level 1 - Cost: 2 - A Li’l Loopy

You can look forward to plot throwing minor craziness your way from time to time, like a band of trolls that think you smell purty, or a certain NPC that takes a particular shine to your most prized possession.

Level 2 - Cost: 4 - Somewhat Psycho

Perhaps a higher up Guild member is convinced that you stole his design, or maybe your own sword just wants to taste your blood from time to time…

Level 3 - Cost: 6 - Freakin’ Bonkers

Somebody (or something) really doesn’t like you. 

Level 4 - Cost: 8 - Bug Nuts Crazy

This level might land you a Cursed weapon, or the enmity of a King, you just never know…

Level 5 - Cost: 10 - Suicidal

This Level should be taken cautiously, and may very well lead to character death in the long haul. 

Phobia - Mild  - Cost: 2 Points

Description: There is something out there that you are terribly afraid of. 

Mechanics: You must specify in your Character Background History what specific item, creature, person, situation, etc it is that you fear the most. When confronted with your greatest fear, you will take a full 10 second Fear effect. 

Phobia - Severe - Cost: 6 Points

Description: As above, but your fear is utterly debilitating. It literally freezes you in place as your mind becomes entrapped in imagining the worst possibilities.

Mechanics: You cannot move, fight, speak, or use any Skills whatsoever while exposed to the source of your fear. You may ward off a Death Strike, but you may not call any other defensive maneuvers. 

Poison Susceptibility - Cost: 6 Points

Description: Your body does not react well at all to Poisons. You succumb to them much faster and more seriously than most people.

Mechanics: All Poisons strike you with halved time and require two doses of Antivenom or Purification to heal. 

Rhukichiin Curse - Cost: 8 Points

Description: You have attacked or killed one of the Rhukichiin people, and have had a Curse placed upon you in retribution. 

Mechanics: This Curse eliminates the 10-minute reset on Combat Maneuvers. You may still use all of your all of your Martial abilities, however they are limited to once per day until the Curse is lifted.

Duration: This effect is permanent until the offense is rectified with the injured party or their Familia.

Slow Healer - Cost: 6 Points

Description: Your body does not heal itself as quickly as most. You take longer to recover even from the most minor of injuries.

Mechanics: All healing times are doubled. When stitched by a Surgeon, you will be fully healed in 2 hours instead of the usual 1 hour. When healed with an Apothecary or Culinary Compound, the dose will take 2 minutes to heal you instead of the usual 1 minute. You may still be Accelerated as normal, but that will simply take your healing time back down to normal parameters.

Sworn Enemy - Cost: 4 Points 

Description: You have an ongoing rivalry with one particular nemesis. 

Mechanics: This person must be named and thoroughly explained in your Character Background History, including an explanation of what happened that made you become such bitter enemies.

Superstitious - Cost: 2 Points

Description: You are, for whatever reason, innately superstitious.

Mechanics: This Disadvantage is what we commonly refer to as a “self fulfilling prophecy”. The nature of your superstition(s) should be detailed in your Character Background History, as well as an explanation of how you came to prescribe to them.

Tolerance - Cost: 4 Points

Description: You have built up a tolerance to Apothecary and Culinary Compounds.

Mechanics: You must use two doses of any Compound to accomplish its usual effect; only to Compounds that fall under the categories of intoxicants, healing draughts, buffs, or protectives.

Weak Spirit - Cost: 8 Points

Description: Your spirit is inherently weak, and your Silver Cord is thinner than most.

Mechanics: Because your spirit itself is weakened, you take double points from Corruption effects and double the damage and/or result from any Spirit-effecting strike or ability. This may also affect your ability to be resuscitated, as your weak spirit may not be strong enough to reenter your body without help.

Weakened Immune System - Cost: 6 Points

Description: Your body is constantly in a naturally weakened state, leaving you susceptible to Disease.

Mechanics: All Diseases strike you with halved time and require two doses of Cure to heal.