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Advantages and Disadvantages are any kind of social connections, status, material wealth, or unusual physical or mental characteristics that give the character an edge or a disadvantage compared to others. Some advantages have a set cost, while others vary depending on how much of it the player wishes to buy for a character. Some disadvantages give you a set number of extra points, while others give you a variable number of extra points depending on how severe a flaw it is.

A character may take a number of advantages and disadvantages during character creation. Additional advantages and disadvantages may be given to heroes or made available at later points in the game as a character's story progresses.

Advantages Edit

Additionally a player may take any mutations off the Mutations for their advantage point cost.

Name Cost Effect
Additional Skill 1 You gain an additional point of Skill, but this cannot raise an Ability over 3. This can be purchased multiple times.
Additional Attribute 3 You gain an additional point of Attributes, but this cannot raise an Attribute over 3. This can be purchased multiple times.
Additional Passion 1 You gain an additional point of Passions, but this cannot raise a Passion over 3. This can be purchased multiple times.
Allies 1-5 Examples would be Allies (NYPD) or Allies (GeNex). Higher rating indicates more influence over the ally. This can be purchased multiple times.
Attractiveness 1-3 This character ranges from cute to gorgeous depending on number of points. Each point gives +1 die to any non-intimidation based Charisma rolls on individuals sexually attracted to the character in which the other person can see you.
Exceptional Skill 2 You have an Ability honed to an exceptional level. This gives you an extra point in an Ability, up to 5. This can be purchased multiple times.
Exceptional Attribute 5 You have an Attribute honed to an exceptional level. This gives you an extra point in an Attribute, up to 5. This can be purchased multiple times.
Exceptional Passion 2 You have a Passion of incredible strength. This gives you an extra point in a Passion, up to 5 points. This can be purchased multiple times.
Fame 1-5 You have some degree of celebrity or noteriety, such as being a known performer or athletes. Higher points indicate being more well known, from a local musician up to regular television personality. +2 to Persuasion when the target recognizes you. Unless a person has a specific reason to recognize you, you may roll dice equal to the number of points of Fame you have. On a success, the person will recognize your fame.
Fast Learner 5 You gain new skills very quickly. Abilities cost only two-thirds their normal experience point cost to raise (new level x2 instead of x3).
Good Luck 1 - 5 You are very lucky. Every level gives you one extra die per game session to spend on any roll you want, but it must be done before rolling.
Hidden Potential 5 You have an exceptional amount of innate talent waiting to develop. Attributes cost less experience points to increase (new level x4 instead of x5).
High Pain Tolerance 1-5 You have incredible pain tolerance. Normally when a character is injured they take penalties to all dice pools as they are distracted by their pain. Every level of this reduces the number of wounds you have by 1 for purposes of calculating your pain dice pool penalties. You may also get a bonus to resist torture and other circumstances at the GM's discretion.
Language 1 Each separate purchase of this advantage allows your character to know one additional language at a level of conversationally fluent level.
Level Headed 1-5 You are exceptionally good at keeping your Passions in check. Add a number of dice equal to your Level Headed Advantage to all rolls to keep your Passions under control.
Lightning Reflexes 1-5 You can react incredibly quickly in high stress situations. In combat, add a number of dice equal to your Lightning Reflexes Advantage to your Initiative roll. You may also get this bonus for other actions requiring fast reaction times, at the GM's discretion.
Mentor 1-5 A powerful figure has taken interest in mentoring your character. The higher the rating, the more powerful the mentor and the more interest they show in your character's success.
Nerves of Steel 1 On any Willpower rolls to resist fear, you gain +2 dice.
Quick Healer 3 You heal very quickly. Time required to heal from injury or recover from sickness is halved for this character, and +2 dice are added to the dice pools of any character attempting to treat this character with first aid.
Rank 1-5 You have a level of rank within a specific organization. Can allow access and clearance beyond the norm. For example, Rank (Press) 1 may represent a blogger's press pass, while Rank (Press) 5 might represent a reporter with White House access. Rank (Police) 1 might be a rookie cop in training and Rank (Police) 5 might be a powerful captain.
Sharp Sense 1 One particular sense you select gains +2 in any Awareness rolls related specifically to it.
Wealth 1-5 The character has income and material wealth, ranging from a part time job at 1 point to being a member of the 1% at 5 points.

Disadvantages Edit

Additionally a player may take any mental illness off the Mental Illness for their illness level cost.

Name Cost Effect
Adversary 1-5 You have a sworn enemy after you. The value reflects the dangerousness of the enemy, from 1 point for a local bully to 5 points for a dedicated group of assassins.
Bad Luck 1-5 You're very unlucky. Once per game session, the GM can reduce your die pool for an action by an amount equal to your Bad Luck level. If you fail this roll, you will typically fail spectacularly.
Clumsy 1-5 Once per game session, the GM can reduce your die pool for any Dexterity based roll by an amount equal to your Clumsiness level. If you fail this roll, you will typically fail in a very loud, embarrassing manner.
Glasses 1 You have poor vision unless wearing corrective lenses. If your glasses are knocked off, you lose 2 dice from all rolls requiring vision.
Hard of Hearing 1 You have poor hearing that cannot be corrected. You lose 2 dice from all Awareness rolls involving hearing.
Hot Headed 1-5 You are exceptionally poor at controlling your Passions. Subtract a number of dice equal to your Hot Headed Flaw rating from all rolls to keep your Passions under control.
Issues 1-5 You gain a new Passion equal to the level of the Issues flaw, but this Passion only has the negative aspect of requiring Willpower rolls to resist, not the positive aspect of giving extra dice. Examples include: Anger, Cowardice, Cruelty, Delusions (choose something specific), Greed, Obsession (choose something specific), Paranoia, Phobia (choose something specific), Recklessness, Substance Addiction, or Vow of Poverty.
Limited Potential 5 You have already almost reached your maximum potential of your Attributes and increasing them further is very difficult. Attributes raised with experience points cost more (new rating x6 instead of x5).
Minority 1 You are a member of a social minority group. This isn't typically a problem but can occasionally lead to issues. Examples: Gay, female, or black.
Missing Eye 2 One of your eyes doesn't work. You lose 2 dice on all ranged attacks such as with guns or bows, and if anything puts out your good eye you'll be blind.
Outlaw 1-5 You are a wanted criminal. The number of points indicates the severity of your crime, from 1 point for a significant fine to 5 points for life in prison or the death penalty if you were to be caught.
Physical Disability 3-5 You have a serious physical disability. You are either missing an arm (3 points), mute (3 points), deaf (4 points), on crutches (4 points), deaf and mute (5 points), blind (5 points), or unable to walk (5 points).
Slow Learner 5 You are very poor at picking up new skills, either from laziness, stupidity, or a learning disability. Abilities raised with experience points cost more (new rating x4 instead of x3).
Ugly 1-3 In any Charisma based non-intimidation rolls with sexually compatible individuals in which you are visible, you lose a number of dice from your poll equal to the rating of the flaw. If you are at 3 points, you also lose a die from any interactions with people who aren't even attracted to you're gender, you're so ugly.

Advantages and Disadvantages courtesy of James Nash

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