Appendix One: Advantages and Disadvantages
Advantages
ADROIT
2 to 5 Points
Effect: Not every character fights using force – sometimes, where and how the weapon hits is more important than the raw power behind it.
2 Points: Select one Weapon category using a d6 Damage Die, such as Gloves. When wielding a weapon of the chosen category, all damage is calculated using AGI, rather than STR.
3 Points: Select one Weapon category using a d8 Damage Die, such as Staves. When wielding a weapon of the chosen category, all damage is calculated using AGI, rather than STR.
4 Points: Select one Weapon category using a d10 Damage Die, such as Swords. When wielding a weapon of the chosen category, all damage is calculated using AGI, rather than STR.
5 Points: Select one Weapon category using a d12 Damage Die, such as Greatswords. When wielding a Weapon of the chosen category, all damage is calculated using AGI, rather than STR.
AMBIDEXTROUS
1 Points
Effect: The character is equally skilled with both hands, favoring neither left nor right.
Characters with this Advantage do not suffer penalties for Off-Handed attacks as described in Chapter 7; in addition, they may purchase the Skill Two Weapons at the normal rate of one Skill Point per one point of Skill Rating.
ANIMAL COMPANION
1 to 5 Points
Effect: The character is accompanied in his journeys by a faithful animal, such as a trained dog or a mount. The Animal Companion is small – or agile – enough to avoid damage in combat; if the character controlling the Animal Companion is reduced to 0 HP or otherwise incapacitated, it will not act until its owner has been revived.
The exact powers of an Animal Companion are determined by selecting a combination of talents from the list below. Each Point spent on this Advantage allows the player to select up to 10 points' worth of talents from this list.
Sentient (2): The Animal Companion has intelligence comparable to a human's, and is capable of speaking and understanding Common Tongue.
Summoned (2): The Animal Companion is of magical or supernatural origins, and is summoned up with a simple ritual. In combat, this can be accomplished through a Zero Action.
Packrat (3): The Animal Companion can carry a few of the character's odds and ends, and acts as an emergency reserve. In game terms, this means that the character will always have access to their Inventory if the Companion is present. If the Item Slot rules from Chapter 6 are used, the Companion can carry up to 5 Items.
Senses (3): The Animal Companion has senses good enough to assist the party in times of need. In game terms, the companion is treated as having Awareness at a Skill Rating of 50.
Attribute (5): The Animal Companion is strong, fast, or smart enough to help the party out when needed. In game terms, this gives the Companion an Attribute Rating of 50 in one Attribute of the creator's choice, and allows it to make Task Checks against that Attribute if it ever is in a position to do so.
Flying (5): The Animal Companion has wings strong enough to fly with, giving it greater range and reach. In practical terms, this allows the Companion to enter the Status Condition Flight at will. If combined with the Mount attribute, the Companion is treated as a flying mount for purposes of travel times.
Keen Senses (5): The Animal Companion has a keen set of senses, allowing it to sniff out danger, discover otherwise-hidden objects, or track others over long distances. In game terms, the Companion is treated as having the Awareness and Tracking Skills at a Skill Rating of 60.
Large (5): The Companion is larger than normal. If used in conjunction with Mount, up to two characters may ride it. Item capacity for Mount and Packrat is increased to 60.
Mount (5): The Animal Companion can be ridden with a successful Riding Skill Test, reducing travel times accordingly. The Mount can carry an additional 30 Items.
Search (5): The Animal Companion is constantly sniffing around and digging in the search for usable items. Once per session, a character whose Animal Companion has the Search talent gains one free Item – Battle, Support, or Recovery – of the GM’s choice, with a Tier appropriate to the character's current Level. This does not reduce any other item rewards the character obtains.
Skilled (5): The Animal Companion has a certain talent that comes in handy for its owner – a monkey trained in Pickpocketing, for instance, makes an ideal accomplice with a budding Thief. Split 50 Skill Points between any combination of Skills to represent the companion’s talents; Skills must be bought at a minimum rating of 20 as normal. Technical Skills cannot be taken in conjunction with Skilled.
Highly Skilled (10): As with Skilled, above. However, the Animal Companion is clever enough to continue learning, and gains 1 additional Skill Point for every Level gained by its owner. It can learn new Skills at 50% the Gil cost it would take a character to learn a comparative Skill; in addition, a character with Animal Training may attempt to teach it new Skills in the same manner as the Teaching Skill. Technical Skills cannot be taken in conjunction with Highly Skilled.
Outstanding Attribute (10): As Attribute, above. The Animal Companion gains an Attribute Rating of 80 rather than 50.
Very Large (10): The Companion is unusually large. If used in conjunction with Mount, up to six characters may ride it. Item capacity for Mount and Packrat is increased to 99.
Counter Fang (20): Whenever the character is struck by a successful Attack Action, the animal companion has a chance of launching an immediate counter-attack at the opponent who struck the character if successful in a roll of Awareness against the opponent's roll. This is treated as an Attack Action using the character’s own ACC; damage is ((Character’s Level / 4) x Character’s STR) + (Level / 10)d6. Damage can be based on AGI or MAG instead; if so, this must be declared when taking the Advantage and applied consistently for the remainder of the character’s adventuring career. If the Companion has Guardian as well, the two use the same roll of Awareness; roll once to determine if both effects trigger. Counter Fang is considered a Reaction Ability, and thus can be disabled by the Status Condition Immobilize.
Guardian (25): Whenever the character is struck by a successful Attack Action, the Animal Companion has a chance of intercepting the blow with a roll of his Awareness against the opponent's roll. If successful, the character only takes 50% damage from the attack before modifying for ARM or M. ARM. If the Companion has Counter Fang as well, the two use the same roll of Awareness; roll once to determine if both effects trigger. Guardian is considered a Reaction Ability, and thus can be disabled by the Status Condition Immobilize. Additional Options: Pending GM approval, the player can use the Animal Companion Advantage to make other allies such as hirelings, robots, or vehicles.
COMBAT REFLEXES
2 Points
Effect: Through intensive training and a healthy dose of paranoia, the character is adept at being able to react to danger at a moment’s notice, never letting her guard down. As a result, a character with Combat Reflexes can never be surprised in battle, and will always act in the Preemptive Round if ambushed; in addition, she is immune to the Status Condition Unaware.
FEY
2 to 5 Points
Effect: Sometimes you just need an extra touch of magic.
2 Points: Select one Weapon category using a d6 Damage Die, such as Gloves. When wielding a weapon of the chosen category, all damage is calculated using MAG, rather than STR or AGI.
3 Points: Select one Weapon category using a d8 Damage Die, such as Staves. When wielding a weapon of the chosen category, all damage is calculated using MAG, rather than STR or AGI.
4 Points: Select one Weapon category using a d10 Damage Die, such as Swords. When wielding a weapon of the chosen category, all damage is calculated using MAG, rather than STR or AGI.
5 Points: Select one Weapon category using a d12 Damage Die, such as Greatswords. When wielding a Weapon of the chosen category, all damage is calculated using MAG, rather than STR or AGI.
FULL MOON HEART
4 Points
Effect: The character has a greater sensitivty to the flow of mana, and is able to replenish her spellcasting energies far quicker than most. Items and other effects which increase a character’s MP restore 125% of their usual Magic Points when used on a character with Full Moon Heart. Restrictions: Full Moon Heart does not affect Drain effects or HP recovery.
GILLIONAIRE
2 to 5 Points
Effect: The character has a knack for finding money in unexpected places. As a result, they gain additional Gil in their adventures.
2 Points: The character’s share of Gil for each monster encounter – and successfully completed quest – is increased by 5% to reflect their additional income. This does not increase or reduce the payout to other characters or NPCs. The character’s starting Gil is accordingly increased to 525 G.
3 Points: The character’s share of Gil for each monster encounter – and successfully completed quest – is increased by 10% to reflect their additional income. This does not increase or reduce the payout to other characters or NPCs. The character’s starting Gil is accordingly increased to 550 G.
4 Points: The character’s share of Gil for each monster encounter – and successfully completed quest – is increased by 15% to reflect their additional income. This does not increase or reduce the payout to other characters or NPCs. The character’s starting Gil is accordingly increased to 575 G.
5 Points: The character’s share of Gil for each monster encounter – and successfully completed quest – is increased by 20% to reflect their additional income. This does not increase or reduce the payout to other characters or NPCs. The character’s starting Gil is accordingly increased to 600 G.
Restrictions: Gillionaire does not stack with the Equipment Ability Gil+.
GODDESS’S MARK
3 Points
Effect: The character is attuned to the ebb and tide of Life Magic, and benefits significantly from healing effects. Items, Spells and other effects which increase a character’s HP restore +25% of their usual Hit Points when used on a character with Goddess’s Mark.
Restrictions: Goddess’s Mark does not affect Drain effects or MP recovery.
GOOD FORTUNE
1 to 3 Points
Effect: Some force from beyond looks out for the character, tweaking fate to act in their favor.
1 Point: Once a day, the character can re-roll any one die roll once. Unused rolls do not carry over to the day.
2 Points: Twice a day, the character can re-roll any one die roll once. Unused rolls do not carry over to the day.
3 Points: Three times a day, the character can re-roll any one die roll once. Unused rolls do not carry over to the day.
HARDENED
1 to 2 Points
Effect: The character is tougher and heartier than her fellows, building resistance to physical attacks far more quickly.
1 Point: The character gains an additional 1 Hit Point per Level.
2 Points: The character gains an additional 2 Hit Points per Level.
HEIRLOOM
3 Points
Effect: A precious artifact has been passed down in the character's family for generations; now, the character is able to use this heirloom for her own benefit. The character may take one Accessory worth up to 2500 G at character creation in addition to any other equipment purchased.
Restrictions: Heirlooms may not be sold or otherwise disposed of under any circumstances, and must remain equipped until the character reaches Level 11.
MONSTER KILLER
1 or 3 Points
Effect: The character has dedicated a significant amount of training to the eradication of a particular type of monster, and is far more adept against it in battle. It is also possible to use Monster Killer to cow opponents belonging to whatever category of monster the character has selected at the cost of a single Action once per battle; this has a DC of M. ACC, M. Evasion of inflicting the Status Condition Disable (2).
1 Point: The character has trained against a specific Monster Family (Zuu, Goblin, Flan), and inflicts 200% damage with every Attack Action made against monsters of this type. Declare which Family Monster Killer is tied to when purchasing this Advantage.
3 Points: The character has trained against a specific Monster Category, and inflicts 200% damage with every Attack Action made against monsters of this type. Declare which Monster category Monster Killer is tied to when purchasing this Advantage.
Restrictions: Abnormal cannot be taken as a Monster Category.
Note: Monster Killer stack with critical. First use it to double the damage, then double the result with critical.
MULTITALENTED
1 to 2 Points
Effect: The character has a knack for picking up additional knowledge quickly.
1 Point: Pick a Skill Category the character’s Job does not grant him an Affinity to, Weapon Skills excluded. The character gains an additional Affinity for that Skill Category.
2 Points: The character gains an Affinity for Weapon Skills.
PERSONAL ELEMENT
2 to 5 Points
Effects: The character has a deep, personal connection and familiarity with one of the world's elements, and is capable of wielding it with fierce power.
2 Points: Select one of the Combat Elements – Fire, Ice, Lightning, Water, Wind, Earth, Holy, Shadow, or Bio. The character inflicts an additional 10% damage with all attacks and effects which deal damage associated with the chosen Element.
4 Points: Select one of the Combat Elements – Fire, Ice, Lightning, Water, Wind, Earth, Holy, Shadow, or Bio. The character inflicts an additional 25% damage with all attacks and effects which deal damage associated with the chosen Element.
Restrictions: Characters with the Paladin Job must pay 1 additional Point to take the Holy Element. Characters with the Dark Knight Job must pay 1 additional Point to take the Shadow Element. Personal Element does not stack with the Equipment Ability Enhance Element; apply the best damage bonus out of the two.
PURE SOUL
1 to 2 Points
Effect: The character harbors an unusual attunement towards the flow of magic, accumulating mana at a far faster rate than normal.
1 Point: The character gains an additional 1 Magic Point per Level.
2 Points: The character gains an additional 2 Magic Points per Level.
RESISTANCE
2 to 4 Points
Effect: The character has built up a resistance to a specific set of Status Conditions, and is capable of resisting them better than most.
2 Points: The character has a resistance to Toxin-type Status Conditions; all Conditions of this type targeting the character have their DC halved. Status Touch and Status Strike effects also have their DC cut in half.
3 Points: The character may choose one of the following categories of Status Condition to have a resistance to: Seal or Transform. All Conditions of this type targeting the character have their DC halved. Status Touch and Status Strike effects also have their DC cut in half.
4 Points: The character may choose one of the following categories of Status Condition to have a resistance to: Mystify, Time, or Weak. All Conditions of this type targeting the character have their DC halved. Status Touch and Status Strike effects also have their DC cut in half.
SIGNATURE WEAPON
3 or 5 Points
Effect: By specializing in one specific type of Weapon, the character has honed his skills with it to a fine edge.
3 Points: When performing an Attack Action with a Signature Weapon, the character will strike a Critical Hit on a roll of 19 or 20.
5 Points: When performing an Attack Action with a Signature Weapon, the character will strike a Critical Hit on a roll of 1 or 20. Character no longer has a chance of Botching.
Restriction: Signature Weapon does not stack with the Equipment Abilities Critical+ and Critical++ if the Weapon the character currently has equipped possesses them – use the best Critical Hit range of the two instead.
SPECIAL TRAINING
1, 2, or 5 Points
Effect: Training outside the norm, the character is capable of using a weapon that is unusual for his job.
1 Point: The character can choose one additional Weapon type his Job would normally not have access to, provided this type uses STR to calculate damage and does not have a Damage Die higher than that of those the Weapon types the Job can freely access. Swallows cost an additional 1 point.
5 Points: The character can choose one additional Weapon type his Job would normally not have access to, regardless of Damage Die and the Attribute it uses to calculate damage.
TENACIOUS
4 Points
Effect: The character clings to life with almost supernatural tenacity. Should the character end a battle at 0 HP or below, he will revive with 1 HP once the battle is over.
Restrictions: Tenacious has no effect for as long as the battle is still underway; should the character be felled, only a Phoenix Down, Life Spell, or similar effect will restore him. Furthermore, this does not affect other incapacitating effects, such as Stone.
