Advantages
and Disadvantages
DISADVANTAGES ("disads")
About Addictions: This is something that isn't secret; those who know you
well enough to call you by name also probably know your addiction. When
you aren't around the object of your addiction, you become irrationally
unhappy. Your life is strongly influenced by either your pursuit of the
object of your Addiction, and you're drawn to others with the same
preoccupation.
* Addiction_Alcoholic (2 Points)
This is a serious disadvantage. IF you enter a place where alcoholic
beverages are served, you WILL try to get one, a potent one. If someone
tries to stop you, you'll get irritated, then angry with them. If you
have your drink, you feel better but all your physical abilities are at
half-power for half an hour thereafter. If you don't get your drink, you
will have the urge to go somewhere where you -can- have a drink.
While `under the influence', you will NOT `hold your liquor well'; your
speech will be slurred; your balance off; your reaction time poor.
Your response to stress and emotional difficulty will not be to seek out
loved ones, it will be to have another drink.
* Addiction_Clothes (1 Point)
Your identity is linked to the things you wear. Buying new garments,
perhaps having them custom-designed and tailor-made, gives you a thrill
others just can't understand... Wearing old things is depressing.
* Addiction_Collectibles (1 Point)
You like something so much, it's hard for you to talk about anything else.
Your hobby drives you to spend your money buying that thing and
your dwelling is devoted to housing your collection.
* Addiction_Euphorics (2 Points)
At least three times a week, you indulge in some inhibition-shattering,
pleasure-granting substance. The method of ingestion varies; Felines
use a form of catnip called 'gareem' that can be sniffed, eaten, baked
into cakes, refined into an essential oil that is absorbed by the skin,
or injected into the blood. Only Equines are susceptible to an herb called
'chahtoo', which is smoked. 'Black meat', a centipede derivative, is
hallucinogenic for all Furres. You may be addicted to one or many
different substances. This disad assumes that it is physical addiction,
with a heavy dose of psychological addiction layered on top of it.
* Addiction_Smoking (1 Point)
Furres have such sensitive senses that they generally don't like smoke.
It's a habit associated with the rough side of town, where the seedier
bars hold a blue haze that can make your eyes red and watery if you're
not used to it. In time it kills the senses of smell and taste, and
longtime smokers on the docks may have poor personal habits resulting
from the damage to their senses.
Smoking isn't permitted in many public and private establishments.
* Addiction_Ostrixes (1 Point)
This obsession centers on Ostrix racing and gambling. Maybe it was their
speed and grace and pleasant dispositions that endeared them to you at
first. But now it's the cash that's riding on their little plumed heads.
You've sunk money into bets, and when you're holding a ticket, when the
race is on, you're steeped in the fantasy of `the big score', of your
Ostrix coming through. You go to the tracks at least once a week.
* Addiction_Raptors (1 Point)
The care and training of the Raptor is much more intense than an Ostrix's,
and for every Raptor there are at least fifteen Furres devoted to its
upkeep. The city guard's Air Cavalry elite ride Raptors; they say that
you don't own a Raptor, it owns you- and it doesn't care. So why do you
break your back shovelling foul manure out of Raptor aeries, or spend
hours going through all the feathers, splicing in new ones if any are
broken, and picking out mites? Because, when you're soaring over the
city, and you know how rare and magical this really is, you know you're
up above it all...
* Age_Kid* (1 Point)
You're age 5-12. You don't have the legal rights of a grown-up,
and you're expected to have a legal guardian. If you haven't got one, then
you can be made a warden of the state by officers of the Garrison. Kids
who are out past sundown are usually rounded up and locked up for the night
in the Orphanage! You can't legally own property, and you certainly
haven't got any real employees unless they're other Kids. Kids may not
the Strong or Toughness Advantages.
* Deaf (2 Points)
You can't hear words (but you might be able to hear faint sounds or feel
bass vibrations). You probably can read lips, if someone is facing you.
In Furcadian cultures, where music is held in such high esteem, your
disability is met with pity that might result in low self-esteem.
Unfortunately, the medieval world of Furcadia does not have sign-language.
* In_Debt (1 Point)
Your story begins with you already in need of money. How did this come
to be? Perhaps you have a child, or an ailing relative. Perhaps you are
a student, and your money goes to tuition. Or perhaps there's a more
sinister reason you just never seem to have any cash on hand...
You live in a rented room. Start with X1/2 coins.
* Hard_of_Hearing (1 Point)
It's difficult to make out words, and if someone is behind you, it's even
harder. An ear-trumpet is helpful; at least everybody around you knows
they should speak up.
* Illiterate (1 Point)
The average Drakorian or Olde Worlder is illiterate, but the average
Kasurian is literate. Player characters are literate as a default
and may take this Disadvantage if their character is not.
* Oathbound/Code (1 Point)
You've sworn that there are Things You Must Do and Things You Will Not Do.
Those who try to talk you out of these dictates lose your respect. Your
own self-respect is tied up in your adherence to your Code, and if you
break it, it takes you weeks to regain your self-respect. Members of the
Garrison usually have this disadvantage, codifying their devotion to
the wellbeing of Theriopolis. Mercenary companies, shipping company crews,
and pirate crews all have codes. So do many Houses, and Guilds.
* Poor_Vision (1 Point)
This disad means you are either nearsighted, farsighted, or have poor
depth perception because you only have one eye. You might have
an eye patch, or you might squint. You take a +1 penalty to all
actions at-range. *If your character wears glasses to correct vision,
they may not take this Disadvantage.
* One_handed (1 Point)
You can't use 2-handed weapons. You should have some story behind
how you lost your hand (or perhaps you were born this way). In Barabic
cities, the penalty for theft is cutting off a hand, so Equines tend to
view a one-handed person with a bit of suspicion.
* Tailless (1 Point)
A Furre without a tail usually wears a prosthetic made from from natural
hair. The notorious pirate Dog Stumpfang was caught by Lord Sabarron, a
black panther who ordered Stumpfang's tail to be cut off. The dread
Captain Stumpfang escaped imprisonment and returned with a mercenary army.
Stumpfang captured Sabarron, and cut off his tail, then wore it hanging
from the back of his belt as a gruesome trophy. He then went on to
collect the tails of a half a dozen lords and rival pirate captains,
wearing them all on his own backside.
* One-legged/Slowed Move (1 Point)
You can't run or jump or climb as most folks can. You should have some
story behind how you got this way (or maybe you were born this way).
* Wanted (1 Point)
You are wanted by the authorities. You may not appear in a public place
(i.e., one listed as a Hangout) without a different disguise each time.
* Mute (1 Point)
This disadvantage is more serious than most 1-Pointers but it is not
especially encouraged, as it makes roleplaying with others much more
difficult.
* Foreign (2 Points)
You don't speak Therian. You can buy it as a normal skill but that
doesn't change the fact that there are features about you that mark
you as a non-native. You may not be born a member of a House although
of course you could get adopted later in play.
* Uneducated* (1 Point)
Instead of beginning with an Average_Education*, you only know 3 Hobbies
and 1 Job Skill.
* Homely* (1 Point)
Physically, you are unattractive. You may have repulsive physical
limitations which are further Disadvantages.
* Dense* (2 Point)
Your ability to reason is slower than the average Furre's, although
your actual conclusions might be just as accurate or not. You are what
polite Furres call "simple". It's easy for you to lose things; you
don't usually notice small changes around you. You might have suffered
brain damage during a breach birth, leaving you with slurred speech (and,
very likely, you're left-handed). Base INTL is decreased by 1.
* Fragile* (1 Point)
Physically, your bones are slender, and your overall constitution poor.
You're prone to ailments. Or, maybe
you're malnourished (and you're Poor* or In_Debt* or even both).
* Weak* (1 Point)
Perhaps you had a sheltered upbringing in which physical activity was
discouraged. You might be older (Age_Senior*). You can't lift your own
body weight off the ground. Base PHYS is lowered by 1.
* Slow Reflexes (1 Point)
Your reaction time is poor. In a fight, you'll tend to act last.
Initiative -1.
* All_Thumbs* (1 Point)
Fine manipulations are difficult for you. Scissors, musical instruments,
sewing needles, quill pens, and the like just don't seem to do for you
what they do in most other paws. Your handwriting is homely at best, and
possibly illegible by anyone besides you. All hand-eye skills (including weapon skills)
are performed at a -4
* Clumsy* (1 Point)
This is overall body awkwardness. You're prone to accidents of running
into people and things. Your clumsiness might be a byproduct of
Poor_Vision*. Base DEFT is decreased by 1 point.
* Poor* (1 Point)
If you're careful, you'll have enough money to rent a place to sleep and
to feed yourself, but homelessness and starvation are always just around
the corner! To stay clean, you might have to bathe in the canals. You
own the clothes on your back, plus one spare change of clothes. You
might have the tools, workspace, and supplies you need for your trade,
but you can't craft anything of exceptional materials without an advance
from the patron. Start with only X1/5 coins.
* Unknown* (1 Point)
Unknown Pedigree, that is. The identity of one or both of your parents
is unknown. You could be someone's illegitimate heir, or an orphan,
abandoned for some mysterious reason. If you're Foreign_Nobility, but
you're not aware of it, you should purchase that Advantage during
character generation, as you cannot buy it later.
(You may not roleplay the discovery of a commoner parent
until you have bought off this Disadvantage. You may not roleplay the
discovery of a noble parent unless you have bought the same Advantage
as the parent possesses.)
* Mindmute (1)
You cannot be *sent* Mindspeech. Empathy can read you just fine.
You cannot be a Telepath and possess this Disad.
* Mindwhipped (2 Point)
Drinking a Potion of Binding left you with a permanent strange
condition in which *any* Telepath may now use the Kajutar Mindscourge
ability upon you. This Disadvantage means that
your character is (or at one time, was) a Drakorian slave.
* Mindslave (3 Points)
You are the property of a Kajutar Mindscourge. You've been under their
influence so long that you are fanatically loyal to them. You have
no such feelings for any other Wyrmme, however.
* Drone (2 Points, Bugge Only!)
You are a male Bugge, genetically adapted for carrying things about.
Your PHYS base is 7. You may not have the
Advantage "Followers". You have small vestigial wings. You can mate
exactly once, but this would be fatal for you. Even with the
mightiest of magics, there is absolutely no way around this
tragic fact of Bugge existence.
ADVANTAGES
* Boss (-2 Points) You are the head of 3 to 20 NPCs. This is purely a
roleplayed thing; you don't need the Advantage for an existing organization
made up of player characters. This could be your pirate crew, the workers
in your tapestry workshop, the children in your gang of thieves, and so
forth. NPCs may be invented for RP purposes, but these "fictitious" people
may not possess any Advantages of any sort, as this is what makes Player
Characters special.
* Skyship (-1 Point) You own a flying ship. If you also purchased the
"Boss" advantage, then it can be a large galleon but otherwise, you own
a craft that you can fly by yourself. Skyships tend to be sailcraft but
in Drakoria there are remnants of Furre tribes who live in Skyships
pulled by Raptors. The entire tribe may live on a fleet, tethering
numerous craft together for the night into a floating village.
* Night-vision (-1 Point) Feline Furres still need to
purchase this Advantage, or else they are limited to ordinary vision.
* Eagle_vision (-3 Points) You were born with the amazing ability to see
tiny objects at extreme distances. You can focus on something up to fifty
meters away, seeing it as clearly as if it were right next to you.
* Super-keen_Smell (-3 Points) Most Furres have sharp smell but this
Advantage is necessary to be able to track someone by scent.
* Foreign_Nobility (-1 Points) At least one of your
parents is a Highborn, but not in Theriopolis. They are either from the
city of Kohazzah (Equine Barabs) or the city of Spallia (Equines, Canines,
other races).
* Beautiful Singing Voice (-1 Point) Perhaps you are a baritone with the
Theriopolitan Opera. Or perhaps you just sing as you sell flowers in the
market. Furres love to sing, and to hear others singing. Rodents sing the
deeds of the Primes and heroes in Therian but there are a few cycles still
sung in Valgorian. Mustelines favor the folk songs and romantic ballads
from the fallen Kingdom of Tellish. Felines still know the battle-hymns and
courtly song-poetry from the old Taigorian Empire. Canines of the
monasteries preserve manuscripts of chants to the glory of the Dragon and
the Primes. And in the taverns near the docks, sometimes catchy tunes can
be heard, their bawdy lyrics in Croadan.
* Respected (-1 Point) *** Adjust Social *** You have a good reputation
about town. At your favorite tavern, the tapster is happy to extend you
credit, and when you walk down the street, mothers point you out to their
children as a role model. Note that if you are villainous, this respect
will only be held by other villains, but if you are upstanding, both
villains and good citizens alike respect you.
EXAMPLE:* Kasurian Hero ...In the battles between Drakoria and
Kasurian, you've distinguished yourself. You have a modest amount
of fame, a modest pension from the government, and
the right to prefix your name with "Kil" (example: Kil'Tana)
You're addressed as a Knight, as Sir if you are male, and with
Ladysir if you are female.
* Celebrity (-2 Points) *** Adjust Social *** You are a writer, an artist,
a sculptor, a gladiator, a performer, an actor, a doctor, a scholar, or
-something- that has brought you renown in Theriopolis. Those who meet you
are likely to already know your name.
* Natural-born Mimic (-1 Point) Sound effects, the voices of political
figures, bird calls, all these come easily to you. You can feign the
intonations of the other races, and when you speak a foreign language, it
tends to be with very good accent. Street puppeteers of Kasuria are
famous for this.
* Contortionist (-1 Point) You could be a performer, twisting your body
up so the crowd might toss you coins. Those who try to Grapple you are
at a -2 to their chances.
* Ventriloquist (This is a Skill now, not an Advantage.) You can
throw your voice, and speak without moving your lips. Some street
puppeteers of Theriopolis perform ventriloquism with a live parrot.
* Matchmaker (This is now a Skill, not an Advantage)
The Matchmaker is important in Dragonlands
society. They may arrange marriages. More often, though, they arrange dates
between prospective partners. The Matchmaker is trusted with secrets a teen
wouldn't tell their own parents, or secrets that could cost a prestigious
CouncilFurre their position. Matchmakers don't carry books, therefore; they
keep all their information in their heads. They wear special hats, shaped
like fezzes and colored blue, with a yellow tassle. On the seedy side of
town, a Matchmaker might be a broker for more... unusual... services. All
Matchmakers belong to a single Guild, and, with a patron's permission, can
share information with other Matchmakers. (** it is intended that
Matchmakers will have access to a common database, and a private
database.**)
* Garrison (1 Point) You are a member of the Garrison; you should carry a
ceremonial baton, and wear a crescent-shaped throat ornament (gorget).
* Lucky* (1 Point) Maybe you don't win every raffle, but you tend to get
what you need fairly easily. You've got a number of tales of how things
just happened to go your way, and if it's convenient that some common item
might be in your pocket, chances are, it *is*. +1 to Serendipity Rolls.
* Attractive* (1 Point) Your physical features are memorable and very
attractive by typical Furre standards. You have a +1 to die rolls where
looks would be a factor.
* Gorgeous* (3 Points) Artists will want you to pose for them; poets will
write odes to your visage; strangers will introduce themselves. You might
be different from the classical Furre concept of pulchritude, but you're so
handsome, it's possible that you will be setting the new standard.
* Sharp* (2 Points) Mathematical games come easily to you; you have a rather
good memory. Possibly you're quite alert and it's difficult to surprise
you. Add 1 to base INTL.
* Hardy* (1 Point) You don't catch colds; you recover from injuries up to
twenty percent more quickly than average. Your resistance to pain is higher
than usual, too. You could fall one story and walk away unhurt. You can
take quite a few wounds and still not pass out from blood loss.
+2 Hit Points.
* Toughness* (3 Points) Your resistance to pain is at a heroic level. Your body
might or might not be extremely durable, but your skin is thick. +1 point
of natural armor versus both energy and physical damage.
* Small Stature (1 Point) This is an Advantage because there is a -2 penalty to hittingyou with a missile weapon.
* Large Stature (1 Point) +1 to Hit Points.
* Quick Reflexes (1 Point) +1 to Initiative
* Clever Fingers* (1 Point) This means your hand-eye coordination is well above
average. +1 to rolls such as carving, painting, etc. NEVER applies in combat.
* Ambidextrous* (2 Points) You're equally skilled with either paw.
* Graceful* (2 Points) Your posture is beautiful; you move smoothly,
quietly, when you want to. Balancing tends to be easy for you; you can
stand on one foot for a long time, and you can walk on balance beams no
wider than your hand without a bobble. You have a little advantage over
others in wrestling, and hand-to-hand fighting. +1 anywhere balance is a
factor, including Dodge but not any other Combat-related scores/rolls
* Wealthy* (1 Point) If you are Wealthy, you don't need to work
anymore, and you can afford to support two other individuals of
your choice as well, at a Wealthy level of comfort. These can be
employees or they can be dependents. Being an
employee or dependent of somebody who is Wealthy does not affect their
Social_Status; an employee or dependent must pay for the Traits Wealthy* or
Rich* on their own. Start with 1000 instead of 500 Coins. You own a house or a small business with home attached.
* Rich* (3 Points) A Rich Furre can support six individuals at a Wealthy
level of comfort, or two at a Rich level of comfort. (Or one at Rich and
three at Wealthy, it's to be presumed). These can be employees or
dependents. Being an employee or dependent of somebody who is Rich does not
affect their Social_Status; an employee or dependent must pay for the
Traits Wealthy* or Rich* on their own. Start with 2000 instead of 500 Coins.
You own a small estate.
* Lesser House (1 Point, Furres Only)
Your Pedigree is 11. Likely possibilities:
House Kithain (Raideth) Felines; descended from sea raiders.
House Kelmothand (Malcom) Semi-aquatic Mustelines; dates back to
the Kingdom of Tellish.
House Kosani (Lithe) Rodents, mostly Mice; famous as a banking family.
House Broderick (Aldric) Canines.
House Keung (Kosh) Tigers; trace their lineage to exiled Taigorian
warlord Jiyarr Keung.
* Furre Greater House (3 Points, not available to Bugges)
This Advantage doesn't mean as much in Drakoria as in Kasuria.
Your Pedigree is 12. Likely possibilities:
House Yasmeen (Raideth) Equines; famed for their opulent quarters.
House Kavillaur (Malcom) Heavyset Mustelines; dates back to the
Kingdom of Tellish.
House Sabine (Lithe) Feline; stereotypically swashbucklers,
and connoisseurs.
House Carthamine (Aldric) Lupine/Vulpine (Wolves and Foxes)
Rivals to Giovarri; Lord Dragar ti'Carthamine rules
Aldric.
House Giovarri (Kosh) Dominated by Wolves. The most prestigious
Canine clan.
* Wyrmme Greater House (3 Points, Wyrmmes Only)
Your Pedigree is 12.
There is only one Wyrmme Great House: Imperial House Kaut
* Highborn (2 Points, Wyrmmes only)
Your Pedigree is 11. Wyrmmes do not have Lesser Houses. They must
come from the following famous heroic Bloodlines:
Tragauth, Margaith, Hellikaun, Yarsha (It's possible that a
Furre might have a Highborn Wyrmme ancestor but a Furre
child amongst Wyrmmes would be such a disgrace that they could
never use it for status in Drakorian society.)
* Educated* (-1 Point) For one reason or another, you have had the leisure
time to learn and study numerous subjects. You might be
well-travelled, or perhaps you are a bookish recluse. +1 level on the Skill Slots chart.
* Scholar* (-3 Points) Scholars are those who either attended classes at
the Academy, were fortunate to have access to a House's library and hired
tutors, or attended similar schooling in Kohallah or Spallia. This
Advantage very specifically means that you have had an extensive formal
education, and you are not self-taught. You may desire to purchase Skills
to the level of being able to +Teach. You cannot be Illiterate* or Dense*
and purchase this Advantage. A scholar gets +2 levels on the Skill Slots chart.
* Telebonded (-1 Point) You share a telepathic connection with an individual or
creature. Telebonding can be accomplished naturally with both Scarhawks and
Feral Dragons but requires special potions for furres/byrddes/wyrmmes.
* Pet_Feral_Dragon (-1 Point) You have a Feral Dragon pet. You are not telepathic
with it, but you can ride it as it flies.
* Pet_Scarhawk (-1 Point) You have a giant falcon, or Scarhawk, pet. You are not
telepathic with it, but you can ride it in flight.
* Pet_Kiwi (-1 Point)
The word "kiwi" refers to numerous kinds of flightless birds with
pointy conical beaks. There are egg-layer kiwis; roasting kiwis;
dog-sized house-kiwis; curly feathered "woolbird" kiwis that get shorn
for fluff that feels like a cross between marabou down and angora hair,
paddling pond kiwis, hopping grass-seed-eating kiwis. Folklore has
it that the presence of a golden kiwi on one's shoulder brings romance
to the lonely, and the "heart" kiwi, which is red and about
the size of an apple, is a traditional gift for a lover. The kiwi is
traditionally associated with Matchmakers.
* Pet_Ostrix (-1 Points)
This creature is not known for its smarts. Ostrixes are relatively
common, and can be purchased at fairs or town markets. They can
only carry one passenger, but if hooked to a small cart it can pull
two persons. If hooked to a cart buoyed up by Liftwood, the
Ostrix can pull three passengers. Ostrix teams move very prettily,
because they have an instinct to synchronize their gaits. Ostrixes
are extremely reluctant to fight but they will defend their owner if
their owner has this Advantage. Ostrix racing is popular in the
largest Kasurian cities. Every Great House has a stable, and the
jockeys are traditionally chosen from amongst members of their
associated Lesser Houses.
* Pet_Minidragon (-1 Points)
Sharing a connection similar to a Dragonrider's, you are telepathic
with your little friend, so long as you remain in line-of-sight of
one another. Minidragons are not in telepathic contact with others.
They are about as intelligent as a clever dog. In Drakoria and
Harshlaw, a Minidragon not touching its owner may be shot as a
common pest.
* Pet_Watchwyrm (-1 Points, Furres only.)
Cousins to the true dragons, these quadrupeds have small wings but
cannot fly. On the ground they would be the match of a true dragon in
a fight if it were not for one serious quirk: all Watchwyrms have
such sensitive eyes that they are blind by day or on a night when
the two moons both shine full. In the dark, when both Raptors and
true dragons are rendered blind, however, the Watchwyrm goes about
in perfect comfort and awareness of its surroundings.
They are physically graceful, with more amiable facial features than
true dragons. Their eyes are either milky white or pitch black.
They are hatched from eggs, and, when they bond with
a Furre they may become diurnal-- using their Furre friend's vision
and hearing to navigate! Conversely, the Furre may use the
Watchwyrm's keen nightvision in the dark. Villages may not have
any Raptor Knights or Dragonriders but they will usually have at
least one Watchfurre who keeps the peace and rides a happy-go-lucky
Watchwyrm to which he or she is bonded. A WatchWyrm can carry 2-3
passengers for quite a way. To keep up their sturdy bodies' high
metabollisms, they will happily eat anything that doesn't protest.
* Wyrmme Heritage (-1 Point)
You are a Furre, but one of your parents was/is a Wyrmme. Wyrmmes of
Drakoria will see you as an abomination; typical Furres of Kasuria
might be somewhat suspicious of you if they knew your background. You
will feel most comfortable in warm places, as you will have reptilian
tendencies to your metabolism. Your senses of hearing, smell and taste
will be slightly less keen than a fullblooded Furre's. You might look
like any other Furre, or you might be scaly all over.
* Telepath (-2 Points)
You could be a Wyrmme, a Furre or even a Bugge. You have the ability to
mindspeak to someone you know personally, at a range of line-of-sight.
If you are blindfolded or blinded, you may only make contact at a range
of touch. You can carry on a conversation with a non-telepath but
this requires all your concentration. You can do this without
effort with another Telepath, as long as you can both see each
other. Telepathy can't be used to force information
out of anybody or inflict pain; this is the exclusive art of the Kajutar
Mindscourge. Telepathy doesn't give off any "waves", so there is
no clue to any observers that this is taking place. However, a
Telepath always knows if someone else is trying to contact them.
Telepathy, or "Mindspeaking", does transmit emotions.
* Antipath (-2 Points)
The Antipath (TM) is cut off from all Telepathy. They cannot be made
into a mindslave by a Kajutar Mindscourge, but they also can never be a
Dragonrider or speak with mindspeech. For all purposes of telepathy and psychic attacks
the Antipath creates a single-space personal null zone.
* Psihealer (-2 Points) By putting your hands on another, you can accelerate
their natural healing rate. But if the damage is great, doing this can hurt
you as well. Roll d10: 1-2, gain 1 HP. 4-8, gain 2 HP. 9-10, gain 3 HP.
For each 2 points the psihealer heals, they receive 1 point of damage
on their own body (round down). As with magic, further attempts have
no effect.
* Sidekick (-1 Point) You have a plain NPC assistant. They are created on 0 Advantage and 0 Disadvantage points. This assistant would do anything for you.
* Recall Heal From Death (Phoenixes ONLY) Should your character reach the negative
total of their hit points, they do not die, but return to some secret place, to
be reborn, within 3 days.
* Winged Flight (-2 Points)
In their Luminous and August forms, Primes nearly always have wings.
Nearly all Primes and Dark Primes have this Advantage.
-----------------------------
*** For special use by Gamemasters/Guild Rahs in the
the generation of NPC creature opponents.
* Ageless (-2 Points)
You never grow older. You can still die perhaps, but it won't be of
old age. All Primes and Dark Primes have this Advantage.
* Carry_Cargo (-1 Point)
The ability of a creature to pull a cart or carry a passenger.
* Resistant to Magic (-2 Points)
This means that potions and spells do not work on you.
* All_Languages (-2 Points)
You automatically understand everything that you hear. This is a magical
ability.
* Shapeshifter (-2 Points)
All Primes have five forms: Luminous, August, Bestial, Avatar, and Object.
A Half-Prime with this power has an August, Bestial and Object form. The
normal Furre shape is their Avatar form, to which they revert if they are
knocked unconscious or slain. All other creatures with this power have
one single alternate form. For more forms, buy this Advantage several times.
* Prime_Hearing (-3)
When your name is spoken by someone who reveres and loves you, there's a
chance that it draws your attention. Every Prime or Dark Prime with this
power defines the conditions necessary before this power works, for
instance, a Dark Prime might require the sacrifice of a living Furre, while
a Prime's follower might need to be standing in a public shrine to that
Prime.
* Deathless (-2 Points)
There is only one way to destroy you (or, in the case of a Prime or Dark
Prime, banish you from the mortal plane). It must be one of the following:
a silver weapon; a wooden weapon; a stone weapon; fire; beheading;
drowning; sunlight; or the scream of a dying bird. Creatures with this
power are always hideous to look upon.
* Wingless_Flight (*)
This Advantage is very unusual. It's listed here because it's a feature
that can be given an object or NPC/creature. Because it gives a rather
un-genre "super-heroish" feel, characters PC or NPC *never* have it.
* Invisibility (*)
This power is too fraught with potential for annoyance and/or abuse. We
don't use it in the roleplaying games, but it does exist in the Furcadia
milieu.
* Bodiless (*)
This power, like Invisibility, is fraught with potential for annoyance and/
or abuse. We won't use it in the roleplaying games, but it does exist in
the Furcadia milieu.
|