Advantages and Disadvantages

From Amar RPG

Here is a list of possible Advantages and Disadvantages that a character may have. The GM normally gives the players 1 to 3 points to spend for Advantages and the same amount of points for Disadvantages.

The players could also come up with different Advantages and Disadvantages and the GM would decide if they are Minor, Average or Major (or too far off).

ADVANTAGES
Minor (1p)
Quick learner of languages (-3 exp marks on spoken languages)
High jumper (+1 in Jump skill)
Swim talent (+1 in Swim skill)
Horse empathy (+1 in Ride skill)
Average (2p)
Keen eye (+1 on missile weapons)
Reflexes (+1 in Dodge)
High jumper (+2 in Jump skill)
Swim talent (+2 in Swim skill)
Horse empathy (+2 in Ride skill)
Swift combat movement (reduce penalty for defending against sides and back by 1)
Swift mellee openings (remove a location for aiming for free)
Falling skill (-1 in damage from falling)
Major (3p)
Sense evil (+2 on all awareness type rolls involving evil)
Animal empathy (understands emotional state of animals)
Berserker (Offensive combat gives +4 Off and -5 Def)
Defender (Defensive combat gives -5 Off and +4 Def)
Major falling skill (-3 in damage from falling)
Fast draw (shoots at initiative 4)
DISADVANTAGES
Minor (1p)
Minor fear of hights (-1 in climb)
Minor fear of water (-1 in swim)
Minor arachnophobia (-1 in status around spiders)
Average (2p)
Fear of hights (-3 in climb)
Fear of water (-3 in swim)
Arachnophobia (-3 in status around spiders)
Major (3p)
Major fear of hights (-5 in climb)
Major fear of water (-5 in swim)
Major arachnophobia (-5 in status around spiders)