Post by Obsidian on Dec 8, 2017 16:40:12 GMT -5
If you have played RHS before this list should look very familiar. The following advantages are not allowed in this game:
Forbidden Knowledge (you do not need this to know of maho/gaijin etc, as they are fairly common knowledge now. Most are still looked down upon highly)
Gentry
Gaijin Gear
Ancestor Advantages, at least not without REALLY good background reason
Enlightened
Elemental Blessing
The following disadvantages are not allowed this game:
Shadowlands/Shadow Taint
Modified Skills
Athletics: Athletics is a skill much like Perform, Artisan, or Lore. You will pick a specific area you are skilled in. If you are a swimmer, pick Athletics: Swimming. Wanna parkour like a Ninja? Athletics: Free Running is a good choice. If you wanna become a sports legend, you will need the relevant sub skill in Athletics.
Drive: Uses Agility. Emphasis - Car, Motorcycle, Boat, etc. Possesses the same Mastery Abilities as Horsemanship, except at Rank 3. Rank 3 Mastery - When making a drive check to avoid obstacles or keep your vehicle under control, the character gains one Free Raise.
Modified Advantages
Darling of the Court: Becomes Darling of the School; this will be given out over the course of the year, and cannot be purchased at Character Creation
Wealthy: Now costs 4 points per rank instead of 1. Purchasing a rank of Wealthy increases your Allowance stat by 1, and may be purchased up to Rank 4.
Modified Disadvantages
Sworn Enemy: Now called Rivals, works in the same way. Probably more interesting if you can find another PC to go along with you on this disad!
New Advantages
Common Sense [MENTAL] (3 points)
Like most samurai, you have been trained in the societal norms of Rokugani culture, so much so that your are constantly remembering them, even if you do not realize it. Whenever you would make a social blunder, the GM would allow you to roll a Raw Intelligence Check against a TN determined by how grievous your blunder would be (the more serious the blunder, the lower the TN). If you succeed the roll, you realize your mistake just before you act. If you fail by 5 or less, you realize your mistake just after acting, perhaps giving you the chance to rectify yourself before its too late. If you fail by more than 5, you will not realize your blunder until it's too late. Courtier characters may purchase this advantage for 1 less point.
Jock [PHYSICAL] (4 points)
You've always been naturally good at sports. No matter the sport, you can pick it up with ease. Whenever you make an Athletics roll for a skill you do not possess, you count as having 1 rank in the skill.
Genetically Enhanced [SPIRITUAL] (5 points)
You have been changed through science. Perhaps gained an extra limb, or cat ears, or claws...regardless, you are no longer completely human. There is no list of what can be modified, however GMs have final approval on body manipulations and the abilities these gain. The animal spirit powers in Enemy of the Empires are a good example of balanced modification and abilities.
Gamer [MENTAL] (3 points)
Games are your forte. You can pick up a controller and play. New game? Doesn't take you long to learn it. Whenever you make a Games roll for a skill you do not possess, you count as having 1 rank in the skill
Supernatural Being [SPIRITUAL] (8 points)
Can only be taken at character creation. You are not human. You don't pretend to be (well you could try...but those ears and that tail might be a giveaway). When creating a character, you may instead choose to be one of the many spirit creatures. When choosing this option, you may choose Spirit powers (pending GM approval) as well as an appropriate ban to match. Only one major power or two minor powers however.
Yet Another Club [SOCIAL] (2 points)
Can only be taken at character creation. You like clubs so much you wanted to be in another! When selecting clubs, you may choose one additional club to be in. This advantage may be taken multiple times.
New Disadvantages
Flunked [SOCIAL] (3 points)
You failed an important class, or just couldn't be bothered to sit that test. Regardless, you have a bad reputation now, or could even have been held back a year (to the embarrassment of yourself and your parents). When rolling on a test, you have to roll one additional time to pass.
Weekend Job [SOCIAL] (2 points)
Perhaps to pay your scholarship, or just for some pocket money, you have a job on the weekends part time at the local shopping district. This has potential for story hooks, or just a chance for your friends to laugh at you and try to sponge store discounts. You must devote at least one time slot per weekend to your chosen job.
Poor [MATERIAL] (4 points)
Your family is worse off than normal. They struggled to get you into RHS, even having to take on second jobs to get enough money. Your allowance rank is lowered by one. You cannot take this disadvantage if you are already at Scholarship Student level.
Procrastination [MENTAL] (3 points)
Homework is hard to do because the simplest thing can distract you. Getting to class on time can be a problem, because the world has many things in it! Ooh, that's a pretty butterfly! Oh and those colors... You are often late to class, and your homework is often done on the last day if at all. When joining a classroom thread or doing schoolwork, you roll willpower verses TN15 to avoid being distracted by...well, anything.
Curious [MENTAL] 3/6 points:
Curiosity killed the cat. However you are not a cat (hopefully...). The world fascinates you. You want to try that weird ice cream. You want to see what the Big Red Button does. Even if you are told not to! When curiosity strikes, you roll Willpower against TN15 (or 30 if you choose the 6 point disadvantage) to resist seeing where your curiosity takes you.
Forbidden Knowledge (you do not need this to know of maho/gaijin etc, as they are fairly common knowledge now. Most are still looked down upon highly)
Gentry
Gaijin Gear
Ancestor Advantages, at least not without REALLY good background reason
Enlightened
Elemental Blessing
The following disadvantages are not allowed this game:
Shadowlands/Shadow Taint
Modified Skills
Athletics: Athletics is a skill much like Perform, Artisan, or Lore. You will pick a specific area you are skilled in. If you are a swimmer, pick Athletics: Swimming. Wanna parkour like a Ninja? Athletics: Free Running is a good choice. If you wanna become a sports legend, you will need the relevant sub skill in Athletics.
Drive: Uses Agility. Emphasis - Car, Motorcycle, Boat, etc. Possesses the same Mastery Abilities as Horsemanship, except at Rank 3. Rank 3 Mastery - When making a drive check to avoid obstacles or keep your vehicle under control, the character gains one Free Raise.
Modified Advantages
Darling of the Court: Becomes Darling of the School; this will be given out over the course of the year, and cannot be purchased at Character Creation
Wealthy: Now costs 4 points per rank instead of 1. Purchasing a rank of Wealthy increases your Allowance stat by 1, and may be purchased up to Rank 4.
Modified Disadvantages
Sworn Enemy: Now called Rivals, works in the same way. Probably more interesting if you can find another PC to go along with you on this disad!
New Advantages
Common Sense [MENTAL] (3 points)
Like most samurai, you have been trained in the societal norms of Rokugani culture, so much so that your are constantly remembering them, even if you do not realize it. Whenever you would make a social blunder, the GM would allow you to roll a Raw Intelligence Check against a TN determined by how grievous your blunder would be (the more serious the blunder, the lower the TN). If you succeed the roll, you realize your mistake just before you act. If you fail by 5 or less, you realize your mistake just after acting, perhaps giving you the chance to rectify yourself before its too late. If you fail by more than 5, you will not realize your blunder until it's too late. Courtier characters may purchase this advantage for 1 less point.
Jock [PHYSICAL] (4 points)
You've always been naturally good at sports. No matter the sport, you can pick it up with ease. Whenever you make an Athletics roll for a skill you do not possess, you count as having 1 rank in the skill.
Genetically Enhanced [SPIRITUAL] (5 points)
You have been changed through science. Perhaps gained an extra limb, or cat ears, or claws...regardless, you are no longer completely human. There is no list of what can be modified, however GMs have final approval on body manipulations and the abilities these gain. The animal spirit powers in Enemy of the Empires are a good example of balanced modification and abilities.
Gamer [MENTAL] (3 points)
Games are your forte. You can pick up a controller and play. New game? Doesn't take you long to learn it. Whenever you make a Games roll for a skill you do not possess, you count as having 1 rank in the skill
Supernatural Being [SPIRITUAL] (8 points)
Can only be taken at character creation. You are not human. You don't pretend to be (well you could try...but those ears and that tail might be a giveaway). When creating a character, you may instead choose to be one of the many spirit creatures. When choosing this option, you may choose Spirit powers (pending GM approval) as well as an appropriate ban to match. Only one major power or two minor powers however.
Yet Another Club [SOCIAL] (2 points)
Can only be taken at character creation. You like clubs so much you wanted to be in another! When selecting clubs, you may choose one additional club to be in. This advantage may be taken multiple times.
New Disadvantages
Flunked [SOCIAL] (3 points)
You failed an important class, or just couldn't be bothered to sit that test. Regardless, you have a bad reputation now, or could even have been held back a year (to the embarrassment of yourself and your parents). When rolling on a test, you have to roll one additional time to pass.
Weekend Job [SOCIAL] (2 points)
Perhaps to pay your scholarship, or just for some pocket money, you have a job on the weekends part time at the local shopping district. This has potential for story hooks, or just a chance for your friends to laugh at you and try to sponge store discounts. You must devote at least one time slot per weekend to your chosen job.
Poor [MATERIAL] (4 points)
Your family is worse off than normal. They struggled to get you into RHS, even having to take on second jobs to get enough money. Your allowance rank is lowered by one. You cannot take this disadvantage if you are already at Scholarship Student level.
Procrastination [MENTAL] (3 points)
Homework is hard to do because the simplest thing can distract you. Getting to class on time can be a problem, because the world has many things in it! Ooh, that's a pretty butterfly! Oh and those colors... You are often late to class, and your homework is often done on the last day if at all. When joining a classroom thread or doing schoolwork, you roll willpower verses TN15 to avoid being distracted by...well, anything.
Curious [MENTAL] 3/6 points:
Curiosity killed the cat. However you are not a cat (hopefully...). The world fascinates you. You want to try that weird ice cream. You want to see what the Big Red Button does. Even if you are told not to! When curiosity strikes, you roll Willpower against TN15 (or 30 if you choose the 6 point disadvantage) to resist seeing where your curiosity takes you.