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Advantages/Disadvantages

Posted: Tue Oct 05, 2021 11:57 pm
by Comstar
Advantages

-Alternate ID: (Material) 3
You have an alternative form of identification which presents you as someone else, with a fictional backstory. This ID will pass muster in most cases, but cannot withstand scrutiny by an organization with the ability to perform a thorough background check, such as state intelligence.

-Ambidextrous: 2
You can use both hands equally well, and suffer no penalties for dual-wielding.

-Animal Empathy: (Social) 1
You have a natural talent for working with animals, gaining +1k1 to animal handling checks.

-Balance [Mental] (2 Points)
You possess an inherent calm and serenity that others have difficulty overcoming when attempting to antagonize, taunt or divert you from your goals, and that strengthens your will. When rolling to resist Intimidation or Temptation, you add an additional +1k0 to the roll.

-Blackmail [Social] (Variable)
You possess knowledge and proof of a dark secret held by another, and can use that secret to elicit their cooperation in a number of ways. The cost of the Advantage is equal to the Rank of the individual whom you are blackmailing. Using this Advantage too frequently or making grandiose demands on the person in question may result in them deciding your death is worth the risk of exposing their secret, no matter what the consequences might be.

-Bland [Physical) (1 point)
You are extremely unremarkable in every regard, and others have a difficult time recognizing you unless you deliberately draw attention to your identity or affiliations. Whenever someone is making a Knowledge: Celebrity / Intelligence roll to determine your identity (based on your Fame Rank), you may voluntarily choose to increase the TN of that roll by 10.

-Caffeinated: (Physical) 2
You are an absolute coffee fiend, and can operate with a surprisingly small amount of sleep. You only need 1 time slot to regain your Edge and avoid fatigue penalties, but in exchange you need to get your daily fix - if a day passes without coffee, you accrue fatigue penalties, regardless of sleep, as if you hadn't slept. This effect lasts for two weeks, after which you lose the advantage and the penalty until you pick up the habit again.

-Citizenship: (Social) 5
You are an official citizen of one of the major nations – this provides certain privileges and rights not given to those without citizenship. This advantage costs 2 for Marik, Steiner, and Davion characters.

-Combat Sense: (Mental) 4
You have a keen sense of the flow of battle, gaining +1k0 on initiative rolls. In Mech combat, you also gain +1 to your initiative rolls.

-Connections: (Social) 2-8
as L5R Allies advantage though non-combatant (not mechwarrior, pilot, nor infantry) characters may gain 1pt of devotion or influence for free.

-Crafty: (Mental) 3
as L5r Soul of Artistry advantage

-Daredevil: (Mental) 3
as L5r Daredevil advantage

-Etiquette Schooling [Mental] (5 points)
You have been schooled in the ways of noble and corporate etiquette, whether as a child or an adult. It could have been by a tutor, at a private school or simply the courtly or corporate environment you were part of. Any time you make a Protocol roll you add +2k0 to the roll.

-Exceptionally Attractive: (Physical) 3pts
as L5r Dangerous Beauty advantage

-Fame: (Social) 5
as L5r Fame advantage

-Fast Learner (Physical/Mental) 5
as L5r Great Potential advantage

-Fierce: (Physical) 6
as L5r Hands of Stone advantage

-Forgotten Knowledge (Mental) 3
You have knowledge of an extremely esoteric subject, granting you a rank in the appropriate knowledge skill. These skills can't be learned any other way - and letting slip that you know these things to the wrong people could prove dangerous. Some examples are listed, but any other extremely rare or dangerous knowledge would also likely fall under this advantage.
  • Lostec(Field)
  • Star League History
  • Kerensky Exodus
  • Comstar
-G-Tolerance: (Physical) 3
You are unusually comfortable in unusual amounts of gravity, decreasing penalties from light or heavy gravity by 5.

-Gamer [Mental] (3 points)
No matter what the game, you've played so many that you'll learn the rules quickly or just pick it up as you play. What's more, you're pretty good at games so you might even win. Any time you make a Games roll you add +1k0 to the roll and it counts as skilled, even if you are not skilled in that particular game.

-Gearhead: (Mental) 5
You have a natural aptitude for technical activities, repairing and building machines unusually easily – you gain a +1k0 to all Technician checks.

-Gregarious: (Social) 2
as L5r Hero of the People advantage

Gun Nut [Physical] (4 points)
You have a lot of experience with guns of all kinds, and can take up even an unfamiliar gun without difficulty in times of stress. Any time that you would be forced to make an Unskilled Roll when using a ranged Weapon Skill (either Small Arms or Support Weapons), you are instead considered to have 1 rank in that Weapon Skill. If you have the emphasis for the ranged weapon you are using then you may add your expertise rank to your hit roll.

Hardy [Physical] (4 points)
Not once have you been described as sickly, as you're hardly ever ill or unwell. If anything you have a spring in your step. Whenever you are rolling to resist the effects of a disease or poison, you gain a bonus of +2k0 to the total of the roll.

Heartless [Mental] (4 Points)
You have a heart of stone. Attempts to woo you or sway your heart - whether through love, courtesy, compassion, or mercy - fall on deaf ears. You gain a +1k0 bonus to rolls made to resist any Negotiation, Communications or Temptation roll made for the purpose of persuading you, seducing your or otherwise changing your mind.

-Heart of Vengeance (Social) 5
as L5r Heart of Vengeance advantage, though must choose a faction from the current Battletech era.

-Inherited Mech: (Social) 5/9
You've inherited a mech from your family – this old warhorse has been passed through the generations and has served many mechwarriors through the years. This advantage allows you to obtain a battlemech of up to 70/95 tons and 900/1300 BV. More powerful mechs may be available in a severely poor state of repair, upon GM approval.

This advantage automatically confers the Mechwarrior advantage. Your familiarity with this mech grants you a free raise on any noncombat roll directly related to the mech (such as finding parts for it, repairs, or noncombat piloting tests).

-Large: (Physical) 4
as L5r Large advantage

-Languages (Mental) 1/3
as L5r Languages advantage

-Learned: (Mental) 2
as L5r Sage advantage

-Luck: (Edge) 3/6/9
as L5r Luck advantage

-Mechwarrior: (Social) 3
You have, either through self-starting or academy training, gained recognition as a Mechwarrior. Characters with this advantage will be eligible to be assigned a mech to pilot if they do not have one, and any character using a mech without this advantage will not receive any aid or support if they should lose it for any reason, nor can they raise 'Piloting: Mech' above rank 1 without this advantage.

-Natural Aptitude: (Physical) 12
as L5r Prodigy skill, however you choose 4 skills when taking this advantage for it to apply to.

-Natural Salesperson [Mental] (4 points)
In matters of commerce and business you excel. You gain a bonus of +1k1 to the total of all Commerce Skill Rolls.

-Night Eyes [Physical] (4 points)
You have excellent night vision. You ignore any penalties that may apply to your rolls for low or insufficient lighting, such as searching a dark room with only soft candlelight. In pitch black darkness you still suffers the normal rules for blindness, except penalties to actions are reduced by 1k1 or the TN lowered by 5. I.e. -2k2 to ranged attack rolls, melee attacks are unaffected, the Athletics/Agility roll for movement is TN 15 only. Mechwarriors with this Advantage gain the "Blind Fighter" Special Pilot Ability, which means you do not suffer the initial -1 to hit because of darkness.

Unfortunately this excellent night vision also gives you a sensitivity to the light, raising TNs for perception rolls by +5 in bright sunlight or other abnormally bright situations.

-Noblesse Oblige [Mental] (4 points)
Any time you spend an Edge point to improve a social roll made to directly help commoners (non-nobles), you gain +2k2 instead of +1k1. Only those with a Noble origin may purchase this Advantage.

-Pain Resistance: (Physical) 3
as L5r Strength of the Earth advantage

-Patient: (Mental) 3
as L5r Clear Thinker advantage

-Performer: (Physical/Social) 3/6
You have a natural talent for a specific sort of performance, and can pick up and try just about any different form with relative ease, so long as it falls within your natural talents. When taking this advantage, for each rank purchased, you can choose to gain a bonus to one of the following fields. When making a roll for a skill that falls within your chosen field(s), you count as always having at least one rank in the skill, regardless of whether you actually have one.
  • Physical: Any perform skill which utilizes natural athleticism or dexterity, this includes many sports, dancing, physical comedy, or acrobatics.
  • Social: You have a natural talent in front of others - applying to any acting, oratory, comedic, or auditory performance.
-Poison Resistance: (Physical) 5
You are unusually strong of stomach – you gain +1k1 on all rolls to resist disease and poison.

-Precise Memory (Mental) 3
as L5r Precise Memory advantage

-Premium Item [Physical] (3 points)
At some point in your life you acquired an especially high quality item. It is among your most precious possessions, and you would die before you allowed it to be damaged or stolen. You possess one item in addition to the normal starting equipment provided by your Occupation. Whenever you make a Skill Roll using this item, such as a Perform: Violin roll with a violin, a Games: Go roll with a go set, or a Small Arms (Pistols) roll with a handgun, you gain a bonus of +1k1 to the roll. This bonus does not apply to any attack or damage rolls, only Skill Rolls made for non-combat purposes (rolls made outside of a skirmish).
Players and GMs may agree to allow a more powerful or unique item to be inherited for a higher Experience Point cost. Such special cases should be discussed carefully beforehand to ensure fairness and balance.

-Rank: (Social) 7
You have, for reasons either valid or corrupt, gained some amount of rank within your organization, increasing your rank by 1.0.

-Read Lips: (Mental) 4
as L5r Read Lips advantage

-Sixth Sense: (Mental) 3
as L5r Wary advantage

-Servant (Social) 5
as L5r Servant skill, however you may choose a mental, social, or combat skill for them to specialize in.

-Sharpshooter [Mental] (2 points)
You've trained to be an incredible shot with a ranged weapons. Out of combat you gain a single free raise on skill rolls using ranged weapons. In combat, you may call up to two additional raises above your normal limit when using ranged weapons.

-Strategist [Mental] (4 points)
Amateurs talk about tactics, but professionals study logistics. You have a gift for matters of strategy. This not only includes planning strategies, but organizing them and persuading others of their merit. You gain a +1k0 bonus to Administration, Strategy and Negotiation rolls related to strategic planning.

-Voice (Physical) 3
as L5r Voice advantage

-Wealth (Social) 1x
You come from wealth – you gain 100 CBills to your base salary per point spent on this advantage.

-Weathered [Physical] (4 points)
You are naturally inured against the ravages of extreme weather. You are immune to any penalties from natural weather conditions, such as winter cold, summer heat, etc, and gain 3 points of reduction to damage from inclement weather hazards. Mechwarriors gain the Weathered special piloting ability: You do not suffer the initial -1 to hit due to adverse weather conditions.

Re: Advantages/Disadvantages

Posted: Sat Nov 12, 2022 6:48 am
by Comstar
Disadvantages


-Addiction (Physical) 2/4
You are an addict, and you need to get your fix - if two days pass without receiving the subject of your addiction, you accrue fatigue penalties as if you hadn't slept, regardless of sleep. This effect lasts for four weeks, after which you only suffer a TN+10 to willpower checks to resist falling back into your addiction when exposed to opportunities for relapse. The 4 exp version must be used every day, and requires a TN 20 willpower check to resist the subject of the addiction whenever it is offered.

-Antisocial (Social) 2/4
as L5r Antisocial disadvantage

-Bad Eyesight (Physical) 3
as L5r Bad Eyesight disadvantage, only it does not apply to perception checks relying upon other senses.

-Bad Health (Physical) 4
as L5r Bad Health disadvantage

-Bad Reputation (Social) 4
You have a reputation as either bad luck or a rank incompetent, or possibly even a potential war criminal. Your Fame is replaced with Infamy.

-Blackmailed (Social) Varies
as L5r Blackmailed disadvantage

-Blind (Physical) 6
as L5r Blind disadvantage

-Brash (Mental) 3
as L5r Brash disadvantage

-Can't Lie (Mental) 2
as L5r Can't Lie disadvantage

-Compulsion (Mental) 1-4
as L5r Compulsion disadvantage

-Conspiracy Theorist (Mental) 3/6
You are convinced that there is a secretive cabal of some sort behind all the ills in the galaxy. Whenever confronted with an tragedy or catastrophe with an ambiguous or unknown cause you must pass a willpower check against TN 15/25, or you will immediately leap to conclusions and assign blame to shadowy figures, making a scene and making a show of your paranoia, potentially giving social penalties at the GM's discretion.

-Creepy [Social] (3 points)
Others find your company unpleasant. In a word, you are creepy. The TN of any Protocol roll you make is increased by +10.

-Dark Secret (Social) 4
as L5r Dark Secret disadvantage

-Dependant (Social) Varies
as L5r Dependent disadvantage

-Disturbing Countenance (Physical) 3
as L5r Disturbing Countenance disadvantage

-Doubt (Mental) 4
as L5r Doubt disadvantage

-Driven (Mental) 2
as L5r Driven disadvantage

-Epilepsy (Physical) 5
as L5r Epilepsy disadvantage

-Fascination (Mental) 1
as L5r Fascination disadvantage

-Frail Mind (Mental) 3
as L5r Frail Mind disadvantage

-Greedy (Mental) 2
as L5r Greedy disadvantage

-Gullible (Mental) 4
as L5r Gullible disadvantage

-Hated by Animals [Social] (1 point)
For some reason animals dislike you. This includes domesticated and wild animals. It could be your scent, your behavior or your voice. Whatever it is, it puts animals on edge. You suffer a penalty of -1k1 to all Animal Handling rolls.

-Insensitive (Mental) 2
as L5r Insensitive disadvantage

-Jealousy (Mental) 3
as L5r Jealousy disadvantage

-Lame (Physical) 4
as L5r Lame disadvantage

-Lechery (Social) 2
as L5r Lechery disadvantage

-Lost Love (Mental) 3
as L5r Lost Love disadvantage

-Low Pain Threshold (Physical) 4
as L5r Low Pain Threshold disadvantage

-Missing Limb (Physical) 6
as L5r Missing Limb disadvantage

-Nationalistic Beliefs [Mental] (2 points)
Your faction of Origin is clearly superior or in the right compared to all others. As a result, you suffer a penalty of -1k0 on Social Skill Rolls made with any characters with another faction of Origin.

-Nightmares [Mental] (4 points)
You are plagued with horrific nightmares, making sleep difficult. You require 10 hours of sleep to regain Edge Points, rather than the normal 8. This means you must spend at least 3 timeslots per day to rest, rather than the usual 2, if you wish to regain Edge.

-Obedient [Mental] (4 points)
All your life you have been obedient toward nobles and those with authority over you. When opposing someone in the same organization/faction with a higher Rank, the TN of all rolls is increased by +5.

-Obligation (Social) 3/6
as L5r Obligation disadvantage

-Overconfident (Mental) 3
as L5r Overconfident disadvantage

-Pacifist [Mental] (2 points) Only available to Non-Combat Characters
You place a great personal emphasis on diplomacy and fighting defensively rather than trying to harm others. You suffer a penalty of -1k0 on all combat attack Rolls.

-Permanent Wound (Physical) 4
as L5r Permanent Wound disadvantage

-Phobia (Mental) 1-3
as L5r Phobia disadvantage

-Prosthesis (Physical) 3
At some point, for some reason, some parts of your body have had prosthesis added. Either as a replacement for lost body parts, or perhaps as a fashion statement, or even some sort of automated beer holder you picked up while touring the periphery, these artificial additions to your body can make some people uncomfortable, and can be a viewed negatively in high-society unless successfully concealed. This disadvantage has no standard mechanical effect, but can trigger negative reactions from other players or npcs, depending on their temperament.

-Small: (Physical) 3
as L5r Small disadvantage

-Soft-Hearted (Mental) 2
as L5r Soft-Hearted disadvantage

-Spendthrift [Mental] (2 points)
You have scant regard for the actual value of money and all your mercantile interests come to very little. You suffer a penalty of -1k1 to all Commerce rolls, and your Salary is reduced by 200. This Disadvantage is worth 3 points to Non-Combat characters.

-Sworn Enemy (Social) 3
as L5r Sworn Enemy disadvantage, only probably worse.

-Tragic Fate (Edge) 3
as L5r Dark Fate disadvantage, but any time it triggers, the user gains a permanent disadvantage

-Temporary Madness (Mental) 3/5/7
as L5r Lord Moon's Curse, however it triggers between 15-30 days apart and for 2 days (usually once per game).

-Unlucky (Edge) 2/4/6
as L5r Unlucky disadvantage

-Unexceptional [Mental] (4 points)
Others seem to be able to go beyond their limits and do extraordinarily skilled things from time to time. Not you. You can only spend Edge points to reduce damage.

-Weakness (Physical) 6
as L5r Weakness disadvantage

-Yokel [Mental] (2 points)
You grew up as a country bumpkin in the sticks. The education you received was limited at best. When making a Knowledge Skill Roll, your TN is increased by +5. This Disadvantage is worth 3 points to Non-combat characters.