Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Advantages and Disadvantages
- Characters differ in more than just profession and personality.
- Physical edges and ailments, unconventional training and innate
- resistance to attacks can all enhance a character’s combat ability;
- conversely, physical ailments and other difficulties diminish it. In
- game terms, these are expressed through Advantages and
- Disadvantages. Though only available at the GM's discretion, they
- offer a number of ways to further personalize a character.
- Each of the Advantages and Disadvantages presented over the
- next few pages has a specific point cost assigned to it; Advantages
- have a positive cost, while Disadvantages have a negative one. If a
- GM allows a player to buy Advantages and Disadvantages during
- character creation, their combined cost of must be less than or
- equal to 0. No more than 10 Points of Advantages may be taken,
- and no Advantage or Disadvantage may be taken more than once
- unless this is explicitly permitted in its description. Even if an
- Advantage or Disadvantage has multiple effects with separate point
- costs, only one of these effects may be taken by default.
- ADVANTAGES
- The following Advantages are available to FFRPG characters. Note
- that some Advantages have a varying effect depending on how many
- points they are bought for – these are listed below the general
- effect.
- 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. This Advantage may be taken multiple times.
- 2 Points: Select one Weapon category that uses a d6 Damage Die,
- such as Rods. When wielding a Weapon of the chosen category, all
- damage is calculated using AGI, rather than STR.
- 3 Points: Select one Weapon category that uses 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 that uses 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 that uses 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 Point
- 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. This Advantage may be taken multiple
- times to create more than one Companion.
- 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 Carrying
- Alternative 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 – see Chapter 9 for more
- details.
- 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 – see Chapter 9
- for more details. If using the Carrying Alternative rule from Chapter
- 6, 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 CoS of 30% of launching
- an immediate counter-attack at the opponent who struck the
- character. 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 have a combined flat
- CoS of 30%; 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 (30): Whenever the character is struck by a successful
- Attack Action, the Animal Companion has a flat CoS of 30% of
- intercepting the blow. 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 have a combined flat
- CoS of 30%; 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 – or a healthy dose of paranoia –
- the character is adept at being able to react to danger at a
- moment’s notice. 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.
- Full Moon Heart
- 4 Points
- Effect: The character has a greater sensitivity to the flow of mana,
- and is able to replenish her spellcasting energies far quicker than
- most. Items and other effects that increase a character’s MP restore
- +25% 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 or a secondary source of income. As a result, he gains Gil at
- a faster rate than his companions. The character's share of Gil for
- each monster encounter and successfully completed quest is
- adjusted by the listed percentage to reflect their additional income.
- This does not increase or reduce the payout to other characters or
- NPCs, or affect other sources of income. The character’s starting Gil
- is also accordingly increased to match.
- 2 Points: The character’s share of Gil is adjusted by +5%. The
- character’s starting Gil is accordingly increased to 525 G.
- 3 Points: The character’s share of Gil is adjusted by +10%. The
- character’s starting Gil is accordingly increased to 550 G.
- 4 Points: The character’s share of Gil is adjusted by +15%. The
- character’s starting Gil is accordingly increased to 575 G.
- 5 Points: The character’s share of Gil is adjusted by +20%. The
- character’s starting Gil is accordingly increased to 600 G.
- Restrictions: Gillionaire does not stack with the Equipment Ability
- Headhunter. During character creation, this Advantage does not
- affect the value of Heirlooms, starting Inventions, or other “extras”
- not tied directly to starting 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 that 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 per session, the character can re-roll any one die roll
- once. Unused rolls do not carry over to the next session.
- 2 Points: Twice per session, the character can re-roll any one die roll
- once. Unused rolls do not carry over to the next session.
- 3 Points: Three times per session, the character can re-roll any one
- die roll once. Unused rolls do not carry over to the next session.
- Hardened
- 1 to 2 Points
- Effect: The character is tougher and heartier than her fellows, and
- can absorb far more damage in the long term.
- 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. This Advantage may be taken multiple
- times.
- 1 Point: The character has trained against a specific Monster Family
- (Zuu, Goblin, Flan), and inflicts +100% 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 +100% 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.
- Multitalented
- 1 to 2 Points
- Effect: The character has a knack for quickly picking up additional
- knowledge. This Advantage may be taken multiple times.
- 1 Point: Pick a Skill Category that 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 to 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. This Advantage may be taken multiple
- times.
- 2 Points: Select one of the Combat Elements – Fire, Ice, Lightning,
- Water, Wind, Earth, Holy, Shadow, or Bio. The character inflicts
- +10% damage with all attacks and effects that 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
- +25% damage with all attacks and effects that 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 [Element]
- Enhancer – 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 weathering them better than
- most. This Advantage may be taken multiple times.
- 2 Points: The character has a resistance to Toxin-type Status
- Conditions. All Conditions of this type that target the character have
- their CoS halved after modifying for Evasion or M. Evasion.
- 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 that target the character have their CoS
- halved after modifying for Evasion or M. Evasion.
- 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 that target the character have their CoS
- halved after modifying for Evasion or M. Evasion.
- Signature Weapon
- 3 or 5 Points
- Effect: By specializing in one specific type of Weapon, the character
- has honed her skills with it to a fine edge. This Advantage may be
- taken multiple times.
- 3 Points: When performing an Attack Action with a Signature
- Weapon, the character will strike a Critical Hit on a roll of 1 through
- 15.
- 5 Points: When performing an Attack Action with a Signature
- Weapon, the character will strike a Critical Hit on a roll of 1 through
- 20.
- Restriction: Signature Weapon does not stack with the Equipment
- Abilities Critical+ and Critical++. Use the best Critical Hit range of
- the two instead.
- Special training
- 1, 2, 4, or 5 Points
- Effect: Thanks to training outside the norm, the character is capable
- of effectively wielding equipment not typically used by his job. This
- Advantage may be taken multiple times.
- 1 Points: The character gains access to one additional Weapon type
- his Job would normally not have access to, provided it can use STR
- to calculate damage and does not have a Damage Die higher than
- that of those the Weapon types the Job can freely access. If a
- weapon has the Double Strike, Mana Channel, or Quicksilver ability,
- then it will cost an additional point. Alternately, the character gains
- access to one additional Armor type his Job would normally not have
- access to, excluding Shields.
- 4 Points: The character gains access to Shields.
- 5 Points: The character gains access to one additional Weapon type
- his Job would normally not have access to, regardless of Damage
- Die the Attribute used to calculate damage, or weapon ability.
- Tenacious
- 3 Points
- Effect: The character clings to life with almost supernatural tenacity.
- Should the character end a battle at 0 HP or below, she will revive
- with 1 HP once the battle is over.
- Restrictions: Tenacious has no effect on a battle in progress. Should
- the character be felled during a fight, only a Phoenix Down, Raise
- Spell, or similar effect will restore her. Furthermore, Tenacious has
- no effect on other incapacitating effects such as Stone.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement