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Advantages and Disadvantages

Advantages and disadvantages really make up an unique character. You may only take them during character creation, and they remain forever or, for extremely rare cases, may be lost during the course of a campain.
All advantages and disadvantages are rated, and in order to take two points in advantages you must have two points in disadvantages.
This is only a list to give you some ideas. The gamemaster may design any serious advantage and disadvantage he imagines.


________Advantages

-Resource(4): You have a renumeration(a job or otherwise) of 600 GIls per month, and an additional 200 for each other pts spent. May not be took with Esthar and Balamb, Trabia or Galbadia Garden backgrounds. You cannot take this with Poor.

-Wealth(2): It may be family heirloom or simply earned funds. Your starting money is 6d100+(luck*10). You cannot have the least amount of money within the party. If so, reroll until it is no more the case. You cannot take this with the Poor disadvantage.

-Contacts(4): You have a good contact within an organisation(either be the Esthar Academy, the Trabia Garden or anything else). Spend(2) more pts to have an additional contact within the same organisation, or (3) to have a contact into another organisation too.

-Sorceress Scanner(2): If, there's a sorceress at anytime at less than 10 meters away, you have 35% +magic -the sorceress spirit to feel that she is magically unusual, and that she is a "sorceress". You cannot detect if she has good or evil behaviours. To the GM: the sorceress also knows she was discovered...

-Good Reputation(4): You have a really good reputation among the members of a chosen area or society. This give you an easier access to superior grades. It just takes a little less to "grade up" within an organisation. To the GM discretion.

-Weapons Master(4): You may chose two primary weapon. In other terms, both cost you the normal price. If you take a third weapon, however, the skill will cost you the double.



________Disadvantages

-Weakness(4): You have a native and unexplainable weakness against a chosen element. When taking damage from the according elemental hit or spell, your vitality or spirit does not reduce it.

-Physical Weakness(4): It takes 2 pts to raise your strengh and vitality attributes of 1. This exclude the character creation process.

-Magical Weakness(4): It takes 2 pts to raise your magic and spirit attributes of 1. This exclude the character creation process.

-Unlucky(4): It takes 3 pts to raise your luck of 1 pts. This exclude the charater creation process. Situations that you are "out of luck" could also happen.

-Poor(2): Your starting money is 5d10+(luck*10) instead of 2d100+(luck*10). You cannot have more starting money than any of the others players. If this is the case, reroll until you have less. You cannot take this disadvantage with wealth or ressource.

-Spells Instability(4): Each day, you have 40%(reduce with luck) chances that any of your spells is empty(the number you have reduced to 0) when you wake up.

-Draws Inapt(*): Your % of chance to draw is always reduced by 10% for each pts you want to gain this way.

-Social Black Sheep(2): You are rejected by almost everyone, and oddly enough, when you show up into a store, the merchand often raises his prices...just for you ;)

-Hunted(*): There's a price on your head. You said something, or did something at the wrong time, in the wrong place. Ask the gamemaster for the rating. If it will play an important part of the game and will cause trouble to the player, gives like 3pts. But, if a "hunter" just show up once or twice during the game, give 1-2pts.

-Claustrophobia(2): You are extremely claustrophobic and uncomfortable indoors or underground. You receive -20% penalty on all rolls in such conditions.



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