Advantages and Disadvantages
From Amar RPG
Here is a list of possible Advantages and Disadvantages that a charactr may have. The GM normally gives the players 1 to 3 points to spend for Advantages and the same amount of points for Disadvantages.
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) |
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) |