Advantages & Disadvantages
Posted: Wed Oct 07, 2020 5:20 pm
Advantages
Blackmail [Social] (X)
You have a bundle of incriminating documents, letters, and testimony that will ruin someone if they're exposed to the public .
Clear Thinker [Mental] (X)
You have a sharp mind and are difficult to deceive and manipulate.
Combat Reflexes [Social] (X)
You are capable of reacting quickly to your surroundings in combat.
Famous [Social] (X)
You are famous for having performed a great deed or having defeated an evil spirit (regardless of whether you actually did so). Word of your great act has spread far and wide, and as a result, you are something of a minor celebrity.
Guardian Spirit [Spiritual] (X)
You are protected by a friendly spirit.
Hatamoto [Social] (X)
You are a direct servant of your daimyo.
Over It [Social] (X)
You have placed a failed obligation behind you, and neither of you spend much time thinking of the other.
Personal Code [Mental] (X)
You live by a personal code that allows you to justify reprehensible acts that other samurai would consider dishonorable. Your devotion to this code is so great that few can question your honor, even as you perform acts that make them uncomfortable.
Prodigy [Mental] (X)
Intense training and considerable natural skill have combined to make you truly talented in a particular field.
Wary [Social] (X)
You have learned to foster a healthy amount of paranoia at all times. While this might not give you much time to relax, it does ensure that you're never caught off guard.
Blackmail [Social] (X)
You have a bundle of incriminating documents, letters, and testimony that will ruin someone if they're exposed to the public .
- Choose one NPC that you have met. You gain incriminating evidence that you can use to blackmail her. The blackmailed character immediately becomes hostile toward you, but so long as you do not reveal the blackmail to the public, she will not act against you. Once per session, you may contact the blackmailed character and ask them to assist you with political, financial, legal, magical, or criminal favors, depending upon their capabilities, without having to turn over the blackmail. The favors in question can be risky, but if they are worse in nature than the original blackmail, the blackmailed character may refuse, at the GM's discretion.
Alternatively, you may call in a single favor of particularly impressive scope, which requires that you turn over all the incriminating evidence to the blackmailed character. After the favor is complete, the blackmailed character is no longer obligated to perform any favors for you (and is most likely still hostile toward you).
Clear Thinker [Mental] (X)
You have a sharp mind and are difficult to deceive and manipulate.
- When you are subjected to a Social Skill Roll, your Conviction is increased by +5.
Combat Reflexes [Social] (X)
You are capable of reacting quickly to your surroundings in combat.
- At the start of Dramatic Time, you may swap Initiatives with one character immediately above or below you on the Initiative order. At the start of the second or later rounds of combat, if you are not Stunned or Paralyzed, you may add your Reflexes Attribute to your Initiative. This addition is cumulative; as Dramatic Time continues, your Initiative steadily climbs higher.
Famous [Social] (X)
You are famous for having performed a great deed or having defeated an evil spirit (regardless of whether you actually did so). Word of your great act has spread far and wide, and as a result, you are something of a minor celebrity.
- Everyone you meet automatically knows your name and whatever deed you are famous for (even if they don't know any of the details). The default mood of NPCs you encounter is Friendly (though your actions may change that for better or worse). If you would gain the Infamous disadvantage, you instead lose this advantage.
Guardian Spirit [Spiritual] (X)
You are protected by a friendly spirit.
- You occasionally catch glimpses of the friendly spirit watching over you. When you would be killed, the spirit sacrifices its life to save your own. You survive the remainder of the scene, unconscious but otherwise safe. Anyone attempting to deal further harm to you or to restore you to consciousness during this time realizes that you are protected by a spiritual force. After being saved in this manner, this Advantage is lost.
Hatamoto [Social] (X)
You are a direct servant of your daimyo.
- Your Social Status is set to "Hatamoto." You are a direct servant of your daimyo, and as such, you are more important than most other samurai. You have the right to seek an audience with your daimyo to discuss issues that concern you, and your daimyo will seriously consider your opinion (though she may ultimately disagree or choose a different course of action). You can command other samurai of your Clan who have lower Social Standing, and they are obligated to obey you, unless your orders directly conflict with those given to them by their lords.
Additionally, you may ignore any duel challenges from samurai of lower Social Status without suffering any negative consequences.
Over It [Social] (X)
You have placed a failed obligation behind you, and neither of you spend much time thinking of the other.
- Choose one of your Spurned Obligations and erase it. You no longer suffer any penalties from that Obligation being Spurned.
Personal Code [Mental] (X)
You live by a personal code that allows you to justify reprehensible acts that other samurai would consider dishonorable. Your devotion to this code is so great that few can question your honor, even as you perform acts that make them uncomfortable.
- When you would become Dishonorable, you may spend 3 Ki Points to remain Honorable. Until the end of the scene, acts similar to the one that would have made you Dishonorable are not considered to be dishonorable acts for you.
Prodigy [Mental] (X)
Intense training and considerable natural skill have combined to make you truly talented in a particular field.
- Choose one Skill. When you make a Skill Roll using that Skill, your dice explode on 9s and 10s (instead of just 10s).
Wary [Social] (X)
You have learned to foster a healthy amount of paranoia at all times. While this might not give you much time to relax, it does ensure that you're never caught off guard.
- You can act normally on Surprise rounds, even if you would normally be Surprised.