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FFRPG Advantages

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  1. Advantages and Disadvantages
  2.  
  3. Characters differ in more than just profession and personality.
  4. Physical edges and ailments, unconventional training and innate
  5. resistance to attacks can all enhance a character’s combat ability;
  6. conversely, physical ailments and other difficulties diminish it. In
  7. game terms, these are expressed through Advantages and
  8. Disadvantages. Though only available at the GM's discretion, they
  9. offer a number of ways to further personalize a character.
  10. Each of the Advantages and Disadvantages presented over the
  11. next few pages has a specific point cost assigned to it; Advantages
  12. have a positive cost, while Disadvantages have a negative one. If a
  13. GM allows a player to buy Advantages and Disadvantages during
  14. character creation, their combined cost of must be less than or
  15. equal to 0. No more than 10 Points of Advantages may be taken,
  16. and no Advantage or Disadvantage may be taken more than once
  17. unless this is explicitly permitted in its description. Even if an
  18. Advantage or Disadvantage has multiple effects with separate point
  19. costs, only one of these effects may be taken by default.
  20.  
  21. ADVANTAGES
  22. The following Advantages are available to FFRPG characters. Note
  23. that some Advantages have a varying effect depending on how many
  24. points they are bought for – these are listed below the general
  25. effect.
  26.  
  27. ADROIT
  28. 2 to 5 Points
  29. Effect: Not every character fights using force. Sometimes, where and
  30. how the weapon hits is more important than the raw power behind
  31. it. This Advantage may be taken multiple times.
  32. 2 Points: Select one Weapon category that uses a d6 Damage Die,
  33. such as Rods. When wielding a Weapon of the chosen category, all
  34. damage is calculated using AGI, rather than STR.
  35. 3 Points: Select one Weapon category that uses a d8 Damage Die,
  36. such as Staves. When wielding a Weapon of the chosen category, all
  37. damage is calculated using AGI, rather than STR.
  38. 4 Points: Select one Weapon category that uses a d10 Damage Die,
  39. such as Swords. When wielding a Weapon of the chosen category, all
  40. damage is calculated using AGI, rather than STR.
  41. 5 Points: Select one Weapon category that uses a d12 Damage Die,
  42. such as Greatswords. When wielding a Weapon of the chosen
  43. category, all damage is calculated using AGI, rather than STR.
  44.  
  45. Ambidextrous
  46. 1 Point
  47. Effect: The character is equally skilled with both hands, favoring
  48. neither left nor right. Characters with this Advantage do not suffer
  49. penalties for Off-Handed attacks as described in Chapter 7. In
  50. addition, they may purchase the Skill Two Weapons at the normal
  51. rate of one Skill Point per one point of Skill Rating.
  52.  
  53. Animal Companion
  54. 1 to 5 Points
  55. Effect: The character is accompanied in his journeys by a faithful
  56. animal, such as a trained dog or a mount. The Animal Companion is
  57. small – or agile – enough to avoid damage in combat; if the
  58. character controlling the Animal Companion is reduced to 0 HP or
  59. otherwise incapacitated, it will not act until its owner has been
  60. revived.
  61. The exact powers of an Animal Companion are determined by
  62. selecting a combination of talents from the list below. Each Point
  63. spent on this Advantage allows the player to select up to 10 points'
  64. worth of talents from this list. This Advantage may be taken multiple
  65. times to create more than one Companion.
  66. Sentient (2): The Animal Companion has intelligence comparable to
  67. a human's, and is capable of speaking and understanding Common
  68. Tongue.
  69. Summoned (2): The Animal Companion is of magical or supernatural
  70. origins, and is summoned up with a simple ritual. In combat, this can
  71. be accomplished through a Zero Action.
  72. Packrat (3): The Animal Companion can carry a few of the
  73. character's odds and ends, and acts as an emergency reserve. In
  74. game terms, this means that the character will always have access
  75. to their Inventory if the Companion is present. If the Carrying
  76. Alternative rules from Chapter 6 are used, the Companion can carry
  77. up to 5 Items.
  78. Senses (3): The Animal Companion has senses good enough to
  79. assist the party in times of need. In game terms, the companion is
  80. treated as having Awareness at a Skill Rating of 50.
  81. Attribute (5): The Animal Companion is strong, fast, or smart enough
  82. to help the party out when needed. In game terms, this gives the
  83. Companion an Attribute Rating of 50 in one Attribute of the creator's
  84. choice, and allows it to make Task Checks against that Attribute if it
  85. ever is in a position to do so.
  86. Flying (5): The Animal Companion has wings strong enough to fly
  87. with, giving it greater range and reach. In practical terms, this allows
  88. the Companion to enter the Status Condition Flight at will. If
  89. combined with the Mount attribute, the Companion is treated as a
  90. flying mount for purposes of travel times – see Chapter 9 for more
  91. details.
  92. Keen Senses (5): The Animal Companion has a keen set of senses,
  93. allowing it to sniff out danger, discover otherwise-hidden objects, or
  94. track others over long distances. In game terms, the Companion is
  95. treated as having the Awareness and Tracking Skills at a Skill Rating
  96. of 60.
  97. Large (5): The Companion is larger than normal. If used in
  98. conjunction with Mount, up to two characters may ride it. Item
  99. capacity for Mount and Packrat is increased to 60.
  100. Mount (5): The Animal Companion can be ridden with a successful
  101. Riding Skill Test, reducing travel times accordingly – see Chapter 9
  102. for more details. If using the Carrying Alternative rule from Chapter
  103. 6, the Mount can carry an additional 30 Items.
  104. Search (5): The Animal Companion is constantly sniffing around and
  105. digging in the search for usable items. Once per session, a character
  106. whose Animal Companion has the Search talent gains one free Item
  107. – Battle, Support, or Recovery – of the GM’s choice, with a Tier
  108. appropriate to the character's current Level. This does not reduce
  109. any other item rewards the character obtains.
  110. Skilled (5): The Animal Companion has a certain talent that comes in
  111. handy for its owner – a monkey trained in Pickpocketing, for
  112. instance, makes an ideal accomplice with a budding Thief. Split 50
  113. Skill Points between any combination of Skills to represent the
  114. companion’s talents; Skills must be bought at a minimum rating of
  115. 20 as normal. Technical Skills cannot be taken in conjunction with
  116. Skilled.
  117. Highly Skilled (10): As with Skilled, above. However, the Animal
  118. Companion is clever enough to continue learning, and gains 1
  119. additional Skill Point for every Level gained by its owner. It can learn
  120. new Skills at 50% the Gil cost it would take a character to learn a
  121. comparative Skill; in addition, a character with Animal Training may
  122. attempt to teach it new Skills in the same manner as the Teaching
  123. Skill. Technical Skills cannot be taken in conjunction with Highly
  124. Skilled.
  125. Outstanding Attribute (10): As Attribute, above. The Animal
  126. Companion gains an Attribute Rating of 80 rather than 50.
  127. Very Large (10): The Companion is unusually large. If used in
  128. conjunction with Mount, up to six characters may ride it. Item
  129. capacity for Mount and Packrat is increased to 99.
  130. Counter Fang (20): Whenever the character is struck by a successful
  131. Attack Action, the animal companion has a CoS of 30% of launching
  132. an immediate counter-attack at the opponent who struck the
  133. character. This is treated as an Attack Action using the character’s
  134. own ACC; damage is ((Character’s Level / 4) x Character’s STR) +
  135. (Level / 10)d6. Damage can be based on AGI or MAG instead; if so,
  136. this must be declared when taking the Advantage and applied
  137. consistently for the remainder of the character’s adventuring career.
  138. If the Companion has Guardian as well, the two have a combined flat
  139. CoS of 30%; roll once to determine if both effects trigger. Counter
  140. Fang is considered a Reaction Ability, and thus can be disabled by
  141. the Status Condition Immobilize.
  142. Guardian (30): Whenever the character is struck by a successful
  143. Attack Action, the Animal Companion has a flat CoS of 30% of
  144. intercepting the blow. If successful, the character only takes 50%
  145. damage from the attack before modifying for ARM or M. ARM. If the
  146. Companion has Counter Fang as well, the two have a combined flat
  147. CoS of 30%; roll once to determine if both effects trigger. Guardian
  148. is considered a Reaction Ability, and thus can be disabled by the
  149. Status Condition Immobilize.
  150. Additional Options: Pending GM approval, the player can use the
  151. Animal Companion Advantage to make other allies such as hirelings,
  152. robots, or vehicles.
  153.  
  154.  
  155. Combat Reflexes
  156. 2 Points
  157. Effect: Through intensive training – or a healthy dose of paranoia –
  158. the character is adept at being able to react to danger at a
  159. moment’s notice. As a result, a character with Combat Reflexes can
  160. never be surprised in battle, and will always act in the Preemptive
  161. Round if ambushed. In addition, she is immune to the Status
  162. Condition Unaware.
  163.  
  164. Full Moon Heart
  165. 4 Points
  166. Effect: The character has a greater sensitivity to the flow of mana,
  167. and is able to replenish her spellcasting energies far quicker than
  168. most. Items and other effects that increase a character’s MP restore
  169. +25% of their usual Magic Points when used on a character with
  170. Full Moon Heart.
  171. Restrictions: Full Moon Heart does not affect Drain effects or HP
  172. recovery.
  173.  
  174. Gillionaire
  175. 2 to 5 Points
  176. Effect: The character has a knack for finding money in unexpected
  177. places or a secondary source of income. As a result, he gains Gil at
  178. a faster rate than his companions. The character's share of Gil for
  179. each monster encounter and successfully completed quest is
  180. adjusted by the listed percentage to reflect their additional income.
  181. This does not increase or reduce the payout to other characters or
  182. NPCs, or affect other sources of income. The character’s starting Gil
  183. is also accordingly increased to match.
  184. 2 Points: The character’s share of Gil is adjusted by +5%. The
  185. character’s starting Gil is accordingly increased to 525 G.
  186. 3 Points: The character’s share of Gil is adjusted by +10%. The
  187. character’s starting Gil is accordingly increased to 550 G.
  188. 4 Points: The character’s share of Gil is adjusted by +15%. The
  189. character’s starting Gil is accordingly increased to 575 G.
  190. 5 Points: The character’s share of Gil is adjusted by +20%. The
  191. character’s starting Gil is accordingly increased to 600 G.
  192. Restrictions: Gillionaire does not stack with the Equipment Ability
  193. Headhunter. During character creation, this Advantage does not
  194. affect the value of Heirlooms, starting Inventions, or other “extras”
  195. not tied directly to starting Gil.
  196.  
  197. Goddess's Mark
  198. 3 Points
  199. Effect: The character is attuned to the ebb and tide of Life Magic,
  200. and benefits significantly from healing effects. Items, Spells and other
  201. effects that increase a character’s HP restore +25% of their usual
  202. Hit Points when used on a character with Goddess’s Mark.
  203. Restrictions: Goddess’s Mark does not affect Drain effects or MP
  204. recovery.
  205.  
  206. Good Fortune
  207. 1 to 3 Points
  208. Effect: Some force from beyond looks out for the character, tweaking
  209. fate to act in their favor.
  210. 1 Point: Once per session, the character can re-roll any one die roll
  211. once. Unused rolls do not carry over to the next session.
  212. 2 Points: Twice per session, the character can re-roll any one die roll
  213. once. Unused rolls do not carry over to the next session.
  214. 3 Points: Three times per session, the character can re-roll any one
  215. die roll once. Unused rolls do not carry over to the next session.
  216.  
  217. Hardened
  218. 1 to 2 Points
  219. Effect: The character is tougher and heartier than her fellows, and
  220. can absorb far more damage in the long term.
  221. 1 Point: The character gains an additional 1 Hit Point per Level.
  222. 2 Points: The character gains an additional 2 Hit Points per Level.
  223.  
  224. Heirloom
  225. 3 Points
  226. Effect: A precious artifact has been passed down in the character's
  227. family for generations; now the character is able to use this heirloom
  228. for her own benefit. The character may take one Accessory worth up
  229. to 2500 G at character creation in addition to any other equipment
  230. purchased.
  231. Restrictions: Heirlooms may not be sold or otherwise disposed of
  232. under any circumstances, and must remain equipped until the
  233. character reaches Level 11.
  234.  
  235. Monster Killer
  236. 1 or 3 Points
  237. Effect: The character has dedicated a significant amount of training
  238. to the eradication of a particular type of monster, and is far more
  239. adept against it in battle. This Advantage may be taken multiple
  240. times.
  241. 1 Point: The character has trained against a specific Monster Family
  242. (Zuu, Goblin, Flan), and inflicts +100% damage with every Attack
  243. Action made against monsters of this type. Declare which Family
  244. Monster Killer is tied to when purchasing this Advantage.
  245. 3 Points: The character has trained against a specific Monster
  246. Category, and inflicts +100% damage with every Attack Action made
  247. against monsters of this type. Declare which Monster Category
  248. Monster Killer is tied to when purchasing this Advantage.
  249. Restrictions: Abnormal cannot be taken as a Monster Category.
  250.  
  251. Multitalented
  252. 1 to 2 Points
  253. Effect: The character has a knack for quickly picking up additional
  254. knowledge. This Advantage may be taken multiple times.
  255. 1 Point: Pick a Skill Category that the character’s Job does not grant
  256. him an Affinity to, Weapon Skills excluded. The character gains an
  257. additional Affinity for that Skill Category.
  258. 2 Points: The character gains an Affinity to Weapon Skills.
  259.  
  260. Personal Element
  261. 2 to 5 Points
  262. Effects: The character has a deep, personal connection and
  263. familiarity with one of the world's elements, and is capable of
  264. wielding it with fierce power. This Advantage may be taken multiple
  265. times.
  266. 2 Points: Select one of the Combat Elements – Fire, Ice, Lightning,
  267. Water, Wind, Earth, Holy, Shadow, or Bio. The character inflicts
  268. +10% damage with all attacks and effects that deal damage
  269. associated with the chosen Element.
  270. 4 Points: Select one of the Combat Elements – Fire, Ice, Lightning,
  271. Water, Wind, Earth, Holy, Shadow, or Bio. The character inflicts
  272. +25% damage with all attacks and effects that deal damage
  273. associated with the chosen Element.
  274. Restrictions: Characters with the Paladin Job must pay 1 additional
  275. Point to take the Holy Element. Characters with the Dark Knight Job
  276. must pay 1 additional Point to take the Shadow Element. Personal
  277. Element does not stack with the Equipment Ability [Element]
  278. Enhancer – apply the best damage bonus out of the two.
  279.  
  280. Pure Soul 1 to 2 Points
  281. Effect: The character harbors an unusual attunement towards the
  282. flow of magic, accumulating mana at a far faster rate than normal.
  283. 1 Point: The character gains an additional 1 Magic Point per Level.
  284. 2 Points: The character gains an additional 2 Magic Points per Level.
  285.  
  286. Resistance
  287. 2 to 4 Points
  288. Effect: The character has built up a resistance to a specific set of
  289. Status Conditions, and is capable of weathering them better than
  290. most. This Advantage may be taken multiple times.
  291. 2 Points: The character has a resistance to Toxin-type Status
  292. Conditions. All Conditions of this type that target the character have
  293. their CoS halved after modifying for Evasion or M. Evasion.
  294. 3 Points: The character may choose one of the following categories
  295. of Status Condition to have a resistance to: Seal or Transform. All
  296. Conditions of this type that target the character have their CoS
  297. halved after modifying for Evasion or M. Evasion.
  298. 4 Points: The character may choose one of the following categories
  299. of Status Condition to have a resistance to: Mystify, Time, or Weak.
  300. All Conditions of this type that target the character have their CoS
  301. halved after modifying for Evasion or M. Evasion.
  302.  
  303. Signature Weapon
  304. 3 or 5 Points
  305. Effect: By specializing in one specific type of Weapon, the character
  306. has honed her skills with it to a fine edge. This Advantage may be
  307. taken multiple times.
  308. 3 Points: When performing an Attack Action with a Signature
  309. Weapon, the character will strike a Critical Hit on a roll of 1 through
  310. 15.
  311. 5 Points: When performing an Attack Action with a Signature
  312. Weapon, the character will strike a Critical Hit on a roll of 1 through
  313. 20.
  314. Restriction: Signature Weapon does not stack with the Equipment
  315. Abilities Critical+ and Critical++. Use the best Critical Hit range of
  316. the two instead.
  317.  
  318. Special training
  319. 1, 2, 4, or 5 Points
  320. Effect: Thanks to training outside the norm, the character is capable
  321. of effectively wielding equipment not typically used by his job. This
  322. Advantage may be taken multiple times.
  323. 1 Points: The character gains access to one additional Weapon type
  324. his Job would normally not have access to, provided it can use STR
  325. to calculate damage and does not have a Damage Die higher than
  326. that of those the Weapon types the Job can freely access. If a
  327. weapon has the Double Strike, Mana Channel, or Quicksilver ability,
  328. then it will cost an additional point. Alternately, the character gains
  329. access to one additional Armor type his Job would normally not have
  330. access to, excluding Shields.
  331. 4 Points: The character gains access to Shields.
  332. 5 Points: The character gains access to one additional Weapon type
  333. his Job would normally not have access to, regardless of Damage
  334. Die the Attribute used to calculate damage, or weapon ability.
  335.  
  336. Tenacious
  337. 3 Points
  338. Effect: The character clings to life with almost supernatural tenacity.
  339. Should the character end a battle at 0 HP or below, she will revive
  340. with 1 HP once the battle is over.
  341. Restrictions: Tenacious has no effect on a battle in progress. Should
  342. the character be felled during a fight, only a Phoenix Down, Raise
  343. Spell, or similar effect will restore her. Furthermore, Tenacious has
  344. no effect on other incapacitating effects such as Stone.
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