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Kuroyomi

PostPosted: Thu Jul 05, 2007 7:22 am


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.
PostPosted: Thu Jul 05, 2007 7:39 am


Disadvantages



BLIND

1 to 5 Points

Effect: The character is no longer able to see, usually as a result of an accident or combat injury. As a result, the character is considered to permanently be under the effects of the Status Condition Blind.

1 Point: A character with a Mage Job gains Blind.

4 Points: A character with an Adept Job gains Blind.

5 Points: A character with an Expert or Warrior Job gains Blind.


CODE OF HONOR

2 Points

Effect: A sense of honor has its downsides at times. Swearing to never attack a helpless opponent, the character refuses outright to take advantage of the element of surprise. As a result, a character with Code of Honor will not attack opponents suffering from the Status Conditions Unaware, Sleep, or Stop, and never acts in the Preemptive Round if his opponents cannot act in turn.


CODE OF MERCY

1 to 2 Points

While the character can fight in battle, he has sworn not to kill. Whenever a character with Code of Mercy takes an Action that would reduce a target to 0 HP, they will ‘pull the blow’ to leave the target with 1 Hit Point. Under no circumstances can the character kill anything while they remain under their own control; the only exception to this rule are attacks made under the influence of Mystify-type Status Conditions.

1 Point: A character with an Adept, Mage, or Expert Job gains Code of Mercy.

2 Points: A character with a Warrior Job gains Code of Mercy.


COWARD

4 Points

Effect: Some people can't take the heat. The character fears death more than anything else, and will go to great lengths to escape it. If the character is ever reduced to 25% or fewer of their maximum Hit Points in combat, their next available Action will always be an Escape Action. If the Escape Action fails, the character will try to Escape again on every following action he has until he either successfully retreats from battle or is healed to above 25% HP.

Restrictions: Coward cannot be taken in conjunction with Fury.


CRIPPLED ARM

3 to 4 Points

Effect: One of the character’s arms is missing or lame, making it useless in battle. The character loses their Shield slot; they may only equip one Weapon, cannot benefit from the Two Weapons Skill, or wield Weapons which occupy both Shield and Weapon slots.

3 Points: A character with an Expert or Mage Job gains Crippled Arm.

4 Points: A character with a Warrior or Adept Job gains Crippled Arm.


DEFENSELESS

1 to 2 Points

Effect: The character’s lack of coordination and mental defenses mean Incoming attacks seem to hit him with almost total certainty.

1 Point: The character’s natural Evasion or M. Evasion is 0; these Combat Statistics can only be increased by bonuses from Equipment or Status Conditions. Decide which of the two is affected by Defenseless when taking this Disadvantage.

2 Points: The character’s natural Evasion and M. Evasion are both 0; these Combat Statistics can only be increased by bonuses from Equipment or Status Conditions.


DEVIL’S BRAND

4 Points

Effect: The character's spark of life glows a little dimmer than most. Items, Spells and other effects which increase a character’s HP restore 75% of their usual Hit Points when used on a character with Devil’s Brand.

Restrictions: Devil’s Brand does not affect Drain effects or MP recovery.


ELEMENTAL DEFICIENCY

3 Points

Effect: Something within the character has left him vulnerable to a particular Element. Select one of the Combat Element – Fire, Ice, Lightning, Water, Wind, Earth, Holy, Shadow, or Bio. Any damage of that element done to the character is increased by 50%. If the character gains a Resistance to the Element in question, attacks do normal damage; Immunities reduce damage to 50%, and Absorbances reduces damage of that Element to 0.


FAVORED PREY

2 Points

Effect: The character is particularly vulnerable to attack from certain types of monsters. Declare a Monster Category Favored Prey is tied to when selecting this Disadvantage; monsters of this type will inflict 200% damage with every Attack Action they make against that character.

Restrictions: Abnormal cannot be taken as a Monster Category.


FLAT-FOOTED

2 Points

Effect: The character does not react to events as quickly as his fellow adventurers. As a result, he begins every battle with the Status Condition Unaware active.


FRAIL

1 to 2 Points

Effect: The character is physically weaker than his fellows, toughening up at a far slower pace.

1 Point: The character gains 1 Hit Point fewer per Level. This will never reduce HP gains for advancing a Level below 1.

2 Points: The character gains 2 Hit Points fewer per Level. This will never reduce HP gains for advancing a Level below 1.


FURY

1 to 3 Points

Effect: Deep inside the character is a raving, rabid beast that's just waiting to get out. A character with Fury is automatically afflicted with the Status Condition Berserk whenever her current Hit Points reach 25% or less of their maximum value during the course of battle. This Condition persists for as long as the character remains at 25% or less of her maximum Hit Points, and cannot be prevented or cancelled by any means.

1 Point: A character with a Warrior Job gains Fury.

2 Points: A character with an Adept Job gains Fury.

3 Points: A character with an Expert or Mage Job gains Fury.

Restrictions: Fury cannot be taken in conjunction with Coward.


GOLD SINK

1 to 5 Points

Effect: The character has a hard time hanging on to money – debts, gambling, family obligations, charitable causes, or outright waste quickly eat up whatever spare income he may have as a result of his adventures.

1 Point: The character’s share of Gil for each monster encounter – and successfully completed quest – is reduced by 5% to reflect wastage and lost money. This does not increase or reduce the payout to other characters or NPCs. The character’s starting Gil is accordingly reduced to 475 G.

2 Points: The character’s share of Gil for each monster encounter – and successfully completed quest – is reduced by 10% to reflect wastage and lost money. This does not increase or reduce the payout to other characters or NPCs. The character’s starting Gil is accordingly reduced to 450 G.

3 Points: The character’s share of Gil for each monster encounter – and successfully completed quest – is reduced by 15% to reflect wastage and lost money. This does not increase or reduce the payout to other characters or NPCs. The character’s starting Gil is accordingly reduced to 425 G.

4 Points: The character’s share of Gil for each monster encounter – and successfully completed quest – is reduced by 20% to reflect wastage and lost money. This does not increase or reduce the payout to other characters or NPCs. The character’s starting Gil is accordingly reduced to 400 G.

5 Points: The character’s share of Gil for each monster encounter – and successfully completed quest – is reduced by 25% to reflect wastage and lost money. This does not increase or reduce the payout to other characters or NPCs. The character’s starting Gil is accordingly reduced to 375 G.


LAMED

1 to 2 Points

Effect: The character is hobbled, and cannot move quickly or run. As a result, he is considered to be permanently under the effects of the Status Condition Immobilize.

1 Point: A character with a Mage Job – or Job whose Ability Set contains no Reaction Abilities – gains Lamed.

2 Points: A character with an Adept, Expert or Warrior Job with Reaction Abilities in its Ability Set gains Lamed.


MUTE

1 to 4 Points

Effect: The character cannot speak. Though typically the result of injury or physical disability, there are many other possible reasons for this, ranging from a personal vow of silence to outright trauma. Under normal circumstances, it is assumed that they have some alternate means of communicating – sign language, facial expression, strategically-deployed flash cards – which allows them to talk to party members. For all intents and purposes, the character is considered to permanently be under the effects of the Status Condition Silence.

1 Point: A character with a Warrior Job gains Mute.

3 Points: A character with an Expert Job gains Mute.

4 Points: A character with an Adept Job gains Mute.

Restrictions: Characters with Mage Jobs may not take this Disadvantage.


SEALED CHI

1 or 5 Points

Effect: The character’s chi flow is blocked, leaving her incapable of channeling it into her powers. As a result, she is considered to be permanently under the effects of the Status Condition Curse.

1 Point: A character with a Mage Job gains Sealed Chi.

5 Points: A character with an Adept, Expert, or Warrior Job gains Sealed Chi.


SLOW LEARNER

2 to 6 Points

Effect: The character’s training is far from complete, and his powers show it. As a result, the character gains their Abilities several Levels behind what is normal for his job.

2 Point: The character gains the first Ability in his Ability Set 2 Levels later than normal; every subsequent Ability is also gained 2 Levels later.

3 Points: The character gains the first Ability in his Ability Set 4 Levels later than normal; every subsequent Ability is also gained 4 Levels later.

4 Points: The character gains the first Ability in his Ability Set 7 Levels later than normal; every subsequent Ability is also gained 7 Levels later.

5 Points: The character gains the first Ability in his Ability Set 11 Levels later than normal; every subsequent Ability is also gained 11 Levels later.

6 Points: The character gains the first Ability in his Ability Set 16 Levels later than normal; every subsequent Ability is also gained 16 Levels later.


SLUGGISH

2 or 5 Points

Effect: Slow to act and slow to react, the character is a constant laggard in battle. As a result, he is considered to be permanently under the effects of the Status Condition Slow.

2 Point: A character with a Mage or Adept Job gains Sluggish.

5 Points: A character with an Expert or Warrior Job gains Sluggish.


SOFT TARGET

4 Points

Effect: The character’s armor never seems to cover her adequately, exposing her to a significantly greater degree of damage. To represent this, her ARM and M.ARM ratings are permanently halved after factoring in all other bonuses from Equipment and Status Conditions.


VULNERABILITY

2 to 4 Points

Effect: The character is inherently vulnerable to certain Status Conditions. forms of statuses, and is extremely bad at avoiding their effects.

2 Points: The character may choose one of the following categories of Status Condition to have a vulnerability to: Toxin or Weak. All Conditions of this type targeting the character have their DC doubled. All Status Touch effects of this type raise the DC by 60% and Status Strike effects raise the DC by 90%.

3 Points: The character may choose one of the following categories of Status Condition to have a vulnerability to: Seal or Transform. All Conditions of this type targeting the character have their DC doubled after modifying for Evasion or M. Evasion. All Status Touch effects of this type raise the DC by 60% and Status Strike effects raise the DC by 90%.


4 Points: The character may choose one of the following categories of Status Condition to have a vulnerability to: Mystify or Time. All Conditions of this type targeting the character have their DC doubled after modifying for Evasion or M. Evasion. All Status Touch effects of this type raise the DC by 60% and Status Strike effects raise the DC by 90%.


WEAPON INABILITY

2 to 3 Points

Effect: The character simply is out-and-out bad with weapons. Weapon Skills are bought at twice the normal cost, and any Skill Affinity the character may have for Weapon Skills is lost. In addition, the character may never cause a Critical Hit with an Attack Action, even if Equipment Abilities or other effects would normally increase the chances of a Critical Hit.

2 Points: A character using a non-Weapon Skill for their primary Weapon gains Weapon Inability.

3 Points: A character using a Weapon Skill for their primary Weapon gains Weapon Inability.


UNSKILLED

1 to 2 Points

Effect: The character is not nearly as adept at learning the Skills of his profession as others. As a result, he loses one Skill Affinity conferred by his Job.

1 Point: The character gives up an Affinity for Artistic, Scholastic, Social, Technical, Thievery, or Wilderness Skills.

2 Points: The character gives up an Affinity for Weapon Skills.

Kuroyomi

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