Ads/Disads for Ruvir
DISADVANTAGES ("disads")
* 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 Combat rolls are at -7 for
the next 4 RL hours.
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. If you don't get one,
your next course of action will be to go somewhere where you -can-
have a 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. And
to you, "old things" means something you wore yesterday...!
* 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. Anybody can be
an enthusiast but when you have "Collectibles" as your Disad, you
bore even the other collectors.
* 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.
Anytime you are involved in combat, you must first roll a d6. On a 1,
you were "indulging" earlier, and you are at -10 for the rest of the
scene.
* 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. You make all Combat rolls at -1.
* 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 some sort of racetrack 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. Who are these devotees? They're "wannabes", non-Psions.
It's fairly common for boys and young men to go through a "raptor phase",
and perhaps the "raptor-struck" didn't outgrow it.
In Kasuria, 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 behind
someone else, soaring, you know how rare and magical this really is, you
know you're up above it all... (Being "raptorstruck" is not available to
Psions.)
* Age_Kid (1 Point)
You're age 5-12. You don't have the legal rights of a grown-up,
and IC, you must have a legal guardian. You can't legally own
property, and you don't start with any real employees.
In Drakoria, children must work from the time they are old
enough to dress themselves. Tribesfurres view them as the most
precious thing the tribe has; if there is a famine, it is the
children and nursing mothers who will get food first. But
in important matters, Drakorian children are expected to be
"seen and not heard". Both Wyrmmes and Furres of Drakoria
follow the custom that if one child misbehaves, they are all
punished. Outside of the big cities, orphans are rare
because survival alone is close to impossible.
In Kasuria, if you haven't got a legal guardian, you might
be made a warden of the state, to be raised by officers of
the local Garrison. Kids who are out past sundown are usually
rounded up and locked up for the night in the Orphanage.
* 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.
(If you are a Psion, this Disad is worth only 1 point.) Tribesfurres
from the harshest environments shun you. They consider you unlucky
to the point of passing your bad luck to others!
* In_Debt (1 Point)
You live in a rented room, and have but a
handful of coins. Your story begins with you already in need of money.
When money shows up, so do your debtors. 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...
* 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 a
Kasurian Garrison usually have this disadvantage, codifying their devotion to
the wellbeing of their city. 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. *A Kasurian character that wears glasses to correct
vision 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).
Your odds in a fight are decreased; make Combat rolls at a -2 to
represent this.
* 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 EVERY 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 (1 Points)
You don't speak Therian. You can learn it eventually but you'll
have an accent, and there are features about you that mark
you as a non-native. (This Disad is most appropriate for
somebody from the Olde World.)
* Uneducated (1 Point)
This Disad describes various possible isolated backgrounds. You
might be a Tribesfurre who is naive about life in the city. Or you
might be a slave who was never allowed to do anything beyond
pulling a plow. Or you might be a pampered child of a noble,
kept in a scented garden all your life.
* Unattractive (1 to 3 Points)
The combination of your physical features and your charisma mark
you as exceptionally unattractive. At one point, the character
is not as attractive as the typical furre, and their appearance
might be politely referred to as "interesting." Strangers are
unlikely to strike up conversation, but will generally try to
be polite.
At two points, the character has notably ugly features. If
someone said, "Did you see an ugly furre walk by?" and this
character had passed, people would reply, "Yes." Some will
react with scorn, and others, with pity. Either way, it's hard
to get taken seriously.
At three points, the character's whole life is colored
by their unattractiveness; they are probably alone and lonely.
This level of Unattractive MUST be accompanied by unpleasant
speech and mannerisms. For whatever reason, there's some
amount of "inner" ugly here, too.
"Unattractive" should be noted in the character's Desc as
[Unattractive=-1], [Unattractive=-2], or [Unattractive=-3].
* Repulsive, 4 Points
Repulsive takes up where Unattractive left off! (So
a character can not have both.) At 4 points, Repulsive means
the character is not allowed into public establishments.
They are treated with open loathing, revulsion and/or fear.
In Hyooman terms, this Disadvantage describes the Elephant Man.
To be 4 Points of Repulsive, the character must be beyond
merely "unsightly". They should look contagious (pustulent
sores for example), or very asymmetrical, or alien in an
explainable yet disturbing fashion (burn scars over the
entire body and ears missing, etc.). (A character that is
outright alien must take "Repulsive, 5 Points.")
This Disadvantage should be represented in the character's Desc
* Repulsive, 5 Points
5 points the character is so hideous that they are taken for a
monster, and attacked on sight by all but their closest friends
and relatives. To represent this-- Each time the character goes
out into public, and they are not attacked by at least one PC,
the player must consult a Staffer to make a Quickie Roll versus
the "fearful mobs". This Disad is noted in the character's
Desc as [Repulsive=-5]
* Dense (2 Points)
Physically, you are unattractive. You may have repulsive physical
limitations which are further Disadvantages.
All rolls made involving smarts are at -5. If
there is a question of being surprised, you are automatically
surprised. If there is a question of noticing something, such as
being pickpocketed, you make the conflict resolving die roll at -5.
* Fragile (3 Points) When injured, normal penalties are doubled.
You have a medical condition that makes you very frail. Perhaps
you are a hemophiliac, or severely malnourished. You may take
this Disad to represent a very very old furre with brittle bones
(osteoporosis).
* Clumsy (1 Points) All hand-eye skills and all coordination rolls
(including all combat rolls) are performed at a -5. It is
hard to be taken seriously when you're clumsy.
* Poor (1 Point) You don't own land or a house.
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 bathe in streams. 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 no money.
* Unknown (1 Point)
You begin play as an orphan of unknown pedigree. 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.
In Drakoria, being illegitimate bears such a heavy stigma that the
Furre or Wyrmme will most likely try to find somewhere they are
unknown and can hide their shame.
You may drop this Disad if you find an IC parent later. However,
they can only be a Noble if your character also purchased that
Advantage during character generation.
* Mindmute (1)
You cannot be *sent* Mindspeech. Empathy can read you just fine.
Mind powers that do not involve speech still work on you. (A
Psion may not possess this Disad.)
* Mindwhipped (2 Point)
A Potion of Binding left you with a permanent strange
condition in which *any* Psion 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 Psion slaver, most likely a Wyrmme.
You've been under their influence so long that you are fanatically
loyal to your owner.
* Drone (2 Points, Male Bugges Only!)
You are a male Bugge, genetically adapted for carrying things about.
You're smaller than a female Bugge and smaller than the typical
Furre, yet you're very strong. You may not have the Advantage
"Followers". You have small vestigial wings and cannot fly. 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 ("Ads")
Pet/Lackey (1 Point)
You have a typical devotee or pet. If it is a pet, it can be
clever for one of its kind, but it cannot really talk. Its
main distinguishing feature is its loyalty to you. A pet
or follower may NOT attack someone, but MAY grant you a +1
to your roll. This Advantage may be bought up to 2 times.
Followers (2 Points)
You have 2 to 10 NPCs that follow your instructions no matter
what. However, they are strictly "off camera". They could
be your ship's crew, your family's personal mercenary force,
your relatives, a gang of slaves you bought and freed, etc.
(They may only be your tribe if your tribe was approved by
the Factions Sphere Wiz.)
Attractive (1 to 5 Points)
This represents a combination of exceptional physical beauty
and personality. A character with 1 point of Attractiveness
is more physically attractive than a character without it;
a character with 4 points of Attractiveness is more handsome
or beautiful than a character with 3 points, and so on.
(This Advantage belongs in the character's Desc. as
[Attractive=+1], or whatever number is appropriate.
To go beyond Attractive 1 or 2 requires displaying positive
personality characteristics. Kindness, politeness,
chivalry, etc. are required of this character. These traits
can be a total front-- the character might be the most
loathsome and despicable villain-- but while in public,
they must keep up appearances.
Property (1 Point)
Your character has some kind of safe haven. It can be
a small keep, an underground cave complex, a farm, a
secluded forest valley, and so forth. Anything like a
"security system" needs to be approved by Staff.
(If you want servants or guards, you need to buy the
"Followers" Advantage separately.)
Without this Advantage, you may only own a plain
house. All action there is considered NOT
in-Continuity.
Skyship (1 Point)
You own a flying ship. If you also purchased the "Followers"
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.
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.
Noble Born Kasurian (1 to 3 Points)
This is specifically for Furres from Kasuria (or the Olde World.)
The possible Houses are listed here:
Noble Houses of Kasuria
(Drakorian Furres don't have nobles.)
At 1 point, the character probably grew up in a wealthy family.
At 2 points, the character is the child or sibling of the head
of a noble family. At 3 points, the character is the heir to that
noble family. (Being a noble requires sending an application to
the Kasurian Furre Nobles Sphere Wizard.)
Wyrmme Nobility (1 to 3 Points; must also purchase Psion)
This could not be a Furre, since the Wyrmmes look down upon
them. For 1 point, the character is well-to-do, has a
position of prestige in a Drakorian city-state. For 2
points, the Wyrmme is recognized in court at Ssi'Ssaron,
Great Graa, and J'Voon alike.
For 3 points, the Wyrmme is a member of the Royal Family.
They will be recognized instantly by any Wyrmme, and
treated with deference. (Failure to do so in the major
Wyrmme City-States is treason, and fair grounds for
execution.)
Psion (2 points)
(see details here: WORK IN PROGRESS...)
Psions include those who perform ritual magic to permanently link minds (Shamans),
those who have odd "ESP" type talents, and those who are linked to their Psi-pets,
including Dragon Riders and Raptor Riders.
Possible Pets include: Dragonmounts, Scarhawks, Watchwyrmmes, Oxtrixes, Kiwis,
Diatrymas, and Minidragons. Shamans sometimes link to snakes.
Mage (2 Points)
(see details here: Mages)
Vampfurre (2 Points)
(see details here: WORK IN PROGRESS...)
Lycanthian (2 Points)
(see details here: WORK IN PROGRESS...)