Complete list of Advantages & Disadvantages

Unless Stated otherwise, advantages can only be chosen once and you can only have 3 disadvantages

Reroll a CharacteristicGeneral Advantages

cp: 1

Effect: Allows you to roll another dice once you have finished rolled the initial eight and substitute one of your initial rolls.  The new number can not be lower than your lowest initial roll.

Limitation: This advantage can not be used with the fourth method of attribute generation.  Can be acquired as many times as wanted.

Add 1 Point to a Characteristic

cp:1

Effect: Adds 1 point to any characteristic.

Limitation: Physical characteristics can not be increased past 11 using this advantage.  Can be acquired as many times as wanted.*

*this is mostly to limit the initial physical prowess of lvl 1 characters, there are many other ways of increasing characteristics beyond advantages that we will see in later post

Substitute a Characteristic with a 9

cp:2

Effect: Substitute any characteristic with a 9

Limitation: Can be acquired as many times as wanted

Exceptional Physical Resistance

cp: 1,2

Effect: Adds a bonus of +25 to a characters physical (FR), poison (PR), and sickness resistance (SR).  Investing an additional cp increases the bonus to +50.

Exceptional Magic Resistance

cp: 1,2

Effect: Adds a bonus of +25 to a character’s magic resistance (MR).  Investing an additional cp increases the bonus to +50

 

Exceptional Psychic Resistance

cp: 1,2

Effect: Adds a bonus of +25 to a characters psychic resistance (PsR).  Investing an additional cp increases the bonus to +50.

Access to a single Psychic discipline

cp: 1

Effect: Allows the character to spend 1 CV to gain affinity to one psychic discipline and to matrix powers.

Access to any Psychic discipline

cp: 2

Effect: Allows a character to gain access to as many psychic disciplines as he wishes using CV’s

initial Funds

cp: 1,2,3

Effect: This advantage provides a character with initial money or gear valued at 2,000 gold coins.  Investing additional CP’s will increase the amount to 5,000 and 10,000 gold coins respectively.

Limitation: It is possible the GM may wish to change the quantity awarded to a different amount to better fit hit setting.  In this case both the GM and the player should discuss and agree on the new amount.

Animal Affinity

cp: 1

Effect: The effect of this advantage should be interpreted by the GM.  Some examples are to be able to understand roughly how animals feel and animals will generally react in a positive way towards the character.  In any case, it should be explained that an animal trained to attack will do so anyway despite this advantage, but will probably do so after giving warning and a chance to run away to the character.  In the case that the character is forced into combat with an animal, he or she will always be the last one to be attacked if they are in a group.

Basic, Advanced, and Major Regeneration

cp: 1,2,3

Effect: Increases a characters regeneration level by 2.  Additional CP’s increase this to 4 and 6 respectively.

Enchanting

cp: 1

Effect: The character is gifted with natural charisma that earns her a positive reaction from strangers and may even have some people be more permissive with her.  The GM should decide how far to take this advantage.

Ambidextrous

cp: 1

Effect: An ambidextrous character can execute maneuvers with both hands with equal ease.  In combat it allows a character to execute attacks with an additional weapon with a -10 penalty rather than the normal -40.

Night Vision

cp: 1

Effect: Allows a character to see clearly in darkness as long as there is some semblance of light available and is not of mystical nature.  In the case of mystical darkness it reduces the penalty to half.

Good Luck

cp: 1

Effect: Reduces the characters fumble range by 1.  In normal circumstances the character will fumble with a 2 or lower.  If he reaches mastery he will fumble only with a 1.

Disturbing

cp: 1

Effect: The character has the ability to make others nervous at will.  Even the smallest and frailest of people can make others nervous with this advantage.  This way he could discourage violent acts towards him or force the concentment from weaker willed people.  The GM should decide the limits of this advantage.

Suitable in a Field

cp: 2

Effect: The cost in DP to increase a characters ability in a field is reduced by 1 point, even if they are already reduced by a class bonus.

Limitation: Development costs can never be reduced below 1.  This advantage only works for secondary skills.

Suitable in an Skill

cp: 1,2,3

Effect: The cost in DP to increase a character ability with a specific skill by 1 point per creation point invested.

Limitation: Development costs can never be reduced below 1.  This advantage only works for secondary skills.

Acute Senses

cp: 1

Effect: Increases a characters perception by 1 point during characteristic checks and a special bonus of +50 in the secondary skills of Notice and Search.

The Gift

cp: 2

Effect: The character is gifted with the ability to see and use magic.  It will also add a special bonus of +10 to his MR.

Note: Keep in mind that sorcerers and other mystic classes focused on spell casting require this advantage to be able to use spells.

Innate Learning

cp: 1,2

Effect: Grants a special bonus of +10 per level on a specific secondary skill.  This bonus is in addition of any bonus his class may grant.  The investment of an additional CP will increase the bonus to +20.

Innate Learning in a Field

cp: 2,3

Effect: Grants a special bonus of +5 per level in an entire secondary field.  These bonuses are in addition to any bonus his class may grant.  The investment of an additional CP will increase the bonus to +10.

Knowledgable in all Fields

cp: 2

Effect: The character never applies the penalty of -30 for not having invested DP’s in a secondary skill and has a natural bonus of +10 in all of his secondary abilities, that is summed up directly to the bonus of his characteristic.

Light Sleeper

cp: 1

Effect: The character only applies a penalty of -20 to his Notice check while he sleeps.

Quick Reflexes

cp: 1,2,3

Effect: Grants the character a special bonus of +25 to his initiative.  Additional CP’s increase this bonus to +45 and +60 respectively.

Immunity to Pain and Fatigue

cp: 1

Effect: The penalties suffered due to pain and fatigue and reduce in half.

Unusual Size

cp: 1

Effect: The character can add or subtract up to 5 points from his size value during the characters creation.

Fortunate

cp: 1

Effect: The effect of this advantage should be interpreted by the GM.  In any case, he will never suffer the negative effects of a trap or be the target of an attack that is chosen at random.

Natural Armor

cp: 1

Effect: Grants a natural armor of 2 against all class of attack except those of energy.  Even though it counts like a layer of protection, it does not penalise the initiative for using multiple layers of armor.

Mystical Armor

cp: 1

Effect: Grants a natural armor of 4 against atacks based on energy.  Even though it counts like a layer of protection, it does not penalise the initiative for using multiple layers of armor.

Artefact

cp: 1,2,3

Effect: The player and the GM should agree on the abilities of the artefact in accordance to the amount of CP’s invested.  The aditioanl CP’s invested increase the artefacts powers in a logical way.*

Limitation:* A book ha been released in Spanish (soon in English) that lists in detail many artefacts and the process of making them.  In case you don’t have the book here are a few simple references to decide on the powers of the artefact.

  • A +5 weapon would be a named katana with family history.  
  • A+10 armor would have been worn by an important figure in history and be made of special material that could prossibly grant it special properties.  
  • A +15 Artefact would be equivalent in power to the Spear of Longinus or King Arthurs Exalibur.  
  • A +20 weapon would be an object of immense power who’s presence on the battlefield would make a big and significan’t difference in the outcome.

Access to Natural Psychic Powers

cp: 1,2,3

Effect: The character is capable of utilizing 1 unique mental power in a natural way.  In reality it is not he is not a real psychic, so he can not employ CV’s to aquire new abilities nor to empower the one he does posses.  His psychic potential is not based on willpower and he does not need to roll the dice to calculate it, rather, he obtains a avlue of Difficult (DIF) automatically.  The power chosen can be of any level, but if it has a minimum requirement higher than Difficult it is no possible to use it.  The power can be used once per minute without the character suffering any type of penalty, but each aditional use without a minutes rest causes a loss of 1 fatigue point.  The additional CP’s invested increase difficulty reached to Very Difficult (VDif) and Absurd (Abs) respectivley.

Martial Mastery

cp: 1,2,3

Effect: Adds a bonus of +40 to the characters Martial Knowledge.  The additional CP’s invested increase the bonus to 80 and 120 respectivley.

Tireless

cp: 1,2,3

Effect: Increases the characters Fatigue points by 3.  The Additional CP’s invested increase the amount to 6 and 9 respectivley.

 

See the Supernatural

cp: 1

Effect: The character can see the supernatural, including magic and psychic matrixes as well as spiritual creatures.  As such, he does not apply the penalty of blinded when facing said powers

Danger Sense

cp: 2

Effect: The character can not be caught by suprise, except by a difference of 150 in initiative against his adversary.

Been Around

cp: 1,2,3

Effect: The character starts with 50 extra experience points.  Additional CP’s invested increase the amount to 100 and 150 respectivley.  This increase allows a character to increase in level if the nesesary experience is reached.

Hard to Kill

cp: 1,2,3

Effect: Grants a bonus of +10 hit points per level in addition to any granted naturally by his class.  Also grants a bonus of +10 to death resistance checks if the optioanal rules for between life a death are used.   Additional CP’s increase these bonuses to +20 and +30.

To the Limit

cp: 1

Effect: When the characters life points are below one cuarter of his total, he gains a bonus of +20 to all actions.  This bonus only applies in situation in which the character puts his life, or other’s, at risk.

Supernatural Immunity

cp: 1

Effect: A character with this advantage automatically ignroes any spell with a zeonic value of 60 or less.  In the same way he automatically passes any MR checks of 80 or less.  Keep in mind this only counters effects directly related to magic, not side effects such as crumbling buildings or other environmental hasards.  Additional CP’s increase the zeonic value ingored to 90 and 120 and the MR passed to 100 and 120 respectivley.

Limits: Due to it’s anti magic nature, a character with this advantage can not have The Gift or Be able to see the supernatural.  In the same way, Nephilim of the Sylvain, Duk’zarist, or Daimah don’t have acces to this advantage.

Unlimited Familiars

cp: 2

Effect: The character is no longer limited to having only 1 familiar, being able to have familiar ties to as many creatures as he wishes.

Combat Sense

cp: 3

Effect: The character gains a bonus of +5 per level in one of the three main combat abilities, Attack, block, or dodge.  This bonus is added to any he might already have due to his class.

Limits: This modifier is considered a class bonus, therefor it is not possible to surpass the +50 in any way, whether from class bonuses or martial arts.

Increased Natural Bonus

cp: 2

Effect: Each time the character gains a level, he may chose any one of his secondary abilities and add twice the usual bonus provided by the characteristic to that secondary ability.

Use of Armor

cp: 1,2,3

Effect: Each time the character gains a level, he recieves a +5 innate bonus the primary combat ability wear armor, wich is added to any other bonus the character may recieve from his class.  If the character spends additional CP’s the bonus increases to +10 and +15 respectivley.

Versatile

cp: 1

Effect: When the character wants to change to a new class, the cost in DP’s is halved, and he does not need to wait two levels to realize teh change.  In other words, a character with this advantage  only needs to spend 10 DP’s to change to a different class within the same archetype, or 20 if one or both are mixed classes and they share at least 1 common archetype, or 30 DP’s to change to a new class in a different archetype than the original.

Survivor

cp: 1

Effect: The character can withstand negative hit points equal to ten times his constitution value.  Alos, apply a bonus of +40 to hsi physical resistnace check to attempt to stabalize himself.  Once out of the fin line between life and death, his all action penatly is only -30, istead of -60.  If the optional rules of negative life points apply,  he also get a +40 to his FR

Touched by Destiny

cp: 1

Effect: Once per game session, when performing any kidn of check, the player can repeat one of his dice rolls and chose the best result.

Limits: This advantage can be taken as many times as desired.  Each time a character takes it, he recieves and additional use per session.

Psychic Immunity

cp: 1

Effect: The character recieves a bonus of +60 to any composure check based on mitigating his emotional state.

Limits: This advantage cannot be combined with the following disadvantages: Adiction or serious vice, Cowardice, or Sever Phobia

Talented

cp: 1

Effect: The character adds a special bonus of +30 to sleight of hand, and can apply a +3 to any contested dexterity check.

Free Will

cp: 1

Effect: This grants a special bonus of +60 to any resistance check that is related to possession or domination.

Seducer

cp: 1

Effect: The character recieves a +60 bonus to persuation checks in all fields related to seduction when dealin with individuals of the opposite sex.  Note, this advantage does not grant any mystical or supernatural ability; it only provides a bonus in istuation where persuasion or seduction is already possible

Total Accumulation

cp: 2

Effect: Tjeh character does not reduce his Ki Accumulations for carrying otu passive or active actions.  For the purposes of play, the character always enjoys his full Accumulation, no matter what he does during his turn.

Martial Learning

cp: 1

Effect: someone with this advantage increase by two levels the level of learnign that his MK grants him on Table 6 of the Dominus Exxet.  In this way a character with 120 points of MK (2nd level ) would actually learn as if he were at 4th level of learning.

Impreceptible Ki

cp: 1

Effect: This advantage grants a psecial bonus of +10 to Ki conealment per level.

Limits: This advantage does not grant any benegit if the character does not develop the ability Ki Concelment.

Innate Power

cp: 1

Effect: When calculating his initial Ki points, instead of using the basic value of his characteristics, the character uses only his power atribute and multiplies by siz the amount that this grants to him.  The additional points for having a characterist value superior to 10 are also multiplied

Limits: This advantage can only be chosen if the optional rules for unification of ki points are used.

Unconnected Techniques

cp: 1

Effect: The character can develop or learn Dominion Techniques freely, without the necessity of following the tree rules.  That is to say he does not need Techniques of a lower level to learn ones of a higher level.

Increased Ki Accumulation

cp: 1,2

Effect: If the character does not conduct any other action during the turn, active or passive, than Ki Accumulation, he can add +1 to the value of all his Ki Accumulations during that turn.  The investment of an additional Creation Point increases this bonus to +2.

Limits: The benefits of this advantage cannot be combines in the same turn with those of the advantage Total Accumulation, wich increases Accumulation while the character carries out other actions.

Ki Perception

cp: 1

Effect: This advantage grants a special bonus of +10 to Ki Deteccion per level.

Limits: This advantage does not grant any benefit if the character does not develop the ability Ki detection.

Dual Limit

cp: 1

Effect: The character can choose up to two Limits instead of one.

 

No Gestures

cp: 1

Effect: The character does not reduce his Ki Accumulation, even if he is not able to use his hands

 

Masterful Seals

cp: 1

Effect: When stetting the Difficulty check of an invocation using seals, the character is treated as if he has two levels more. Thus, a character of 2nd level could invoke creatures as if he was level 4.

Ki Regeneration

cp: 1,2,3

Effect: The character recovers 1 point of ki per characteristic every ten minutes, instead of 1 per hour.  Additional CP’s invested decrease the time to five and 1 minute respectivley.

Elan

cp: 1,2,3

Effect: The character starts with 20 Elan with the entity of his choosing.  Additional CP’s invested increase the amount to 40 and 50 respectivley.

Sheele Esence

cp: 1

Effect: If the character binds himself to a Sheele, she can obtain to additional benefits at the time of sealing the pact

Familiar

cp: 2,3

Effect: The character starts play with a creature of his level as a familiar.  The additional CP allows the creature to be one level above him

Mass Conjurer

cp: 1,2,3

Effect: The character counts as if he was one level higher at the time of performing mass conjuring.  The extra CP increase his theoretic level to 2 and 3 respectivley.

Background Advantages

Fame

cp: 1,2

Effect: The effects of this advantage only apply to role-playing.  The player must determine the source of his character’s fame at character creation. If using the optional Fame rules later in this chapter, this advantage provides 40 or 65 points of Fame, depending on the CPs invested.

Cultural Roots

cp: 1

Effect: This advantage grants a special bonus to several secondary abilities, according to the character’s social status and country of origin. In each of the nations of Gaïa displays a list of the different modifiers that Cultural Roots grants.

Saint 

The character has received the title of Saint on behalf of The Church, which means that his powers are officially a divine gift and not a demonic emanation. Therefore, they’re free to use supernatural abilities on a limited basis, without the fear of being pursued by The Inquisition or suffering any other consequences. It is important to note that although The Church tends to be very reluctant to admit they made a mistake with an appointment, it doesn’t grant the character absolute free reign. Not only is he obligated to use his abilities in public as little as possible, but any action that The Church could construe as evil would strip him of his entitlement immediately.

cp: 2

Effect: The effects of this advantage only apply to role-playing.

Social Position

cp: 1,2

Effect: In addition to its obvious role-playing effects, this advantage grants the character access to the “privileged” classes of each principality, without needing to roll any dice. Consequently, its value in Creation Points depends on the value of the class in question.*

*This references to the cultural charts in each region in the Gaia Beyond the Dreams book*

Contacts

cp: 1,2,3 

Effect: Whenever he needs it, someone with this advantage can use their contacts to gain information or limited assistance within his sphere of influence. For example, if he has contacts in the Magus Order, these contacts can keep him informed about supernatural matters, but do very little for politics or street rumors. On Table 33 there is a small list, indicating the recommended values for contacts of varying power in Gaïa. They are set at their minimum values, but players may invest larger amounts of CP to increase them. For example, if somebody spent 3 Creation Points on the Magus Order, it would mean that their known contacts are in the highest levels of the organization, and consequently will be able to offer them more assistance and information than normal.

Gaia: Beyond the Dreams

Powerful Ally

cp: 1,2,3

Effect:  The effects of this advantage only apply to role-playing. Naturally, the greater number of CPs invested, the more powerful the ally. Table 33 can provide reference to the power level.

Advantages for Characters with The Gift

Opposite Magic

cp: 1

Effect: The character dows not double the magic level cost for learning spells from opposite paths.

Magic Nature

cp: 1,2,3

Effect: The character gains an innate bonus of +50 zeaon points per level wich is added to any other bonus obtained through his class.  Spending additional CP’s in this advantageincreases the values of the bonus to +100 and +150 zeon points per level respectivley.

Natural Power

cp: 1

Effect: In order to calculaate his maximum potential for spell, the character uses his power characteristic instead of his inteligence.  this advantage does not influence the level of the magicla path at all, which continues to use inteligence in the normal way.

Magical Diction

cp: 1

Effect: The character does not reduce hsi Magic Accumulation when casting spells that are written down in grimoires, scrolls, or books.

Limits

Limits

Metamagic Versatility

cp: 1

Effect: The character can chose two different starting points in the Arcana Sephira

Inate Sorcerer

cp: 1

Effect: The sorcerer increases his Magic Learning Degree on Table 1 in the Arcana Exxet by 2 levels.

Gradual Magic Learning

cp: 2

Effect: Each time the character gains a level he obtains 5 additional magic levels.

Apt for the Development of Magic

cp: 1

Effect: The character adds 3 points to his intelect characteristic when calculating the intelect for spells.  This bonus is not applied to any other ability, not even to calculate his magic levels.

Contested Spell Mastery

cp: 1

Effect: The character adds a bonus of +50 when calculating the result of a clash of spells.

Superior Magic Regeneration

cp: 1,2,3

Effect: The character Regenerates his Zeon points at twice his regeneration vlaue.  Investing additional CP’s  increases the rate to triple and cuadruple the normal rate respectivley.

Increased Innate Magic

cp: 1,2,3

Effect: The characters innate spells have an increased potential of +10 to the indicated by his ACT.  Investing additional CP’s increase the value to +20 and +30 respectivley.

Gestureless Magic

cp: 1

Effect: The character does not reduce his ACT while he is unable to gesticulate.

Unspoken Magic

cp: 1

Effect: The character can cast spells in complete silence without suffering a penalty to his ACT

Elemental Imbalance

cp: 1

Effect: The character has a special bonus of +20 to his ACT and a +20 to his MR in the magic school of his choosing.  When he uses spells from the opposite school he suffers a penalty to his ACT of -20 and a -20 to his MR.  If the chosen school is Necromancy the penalty will apply to every other school.

Sefirotic Imbalance

cp: 2

Effect: The character has a special bonus of +20 to his ACT and a  +20 to his MR in 5 magic school on a side of the sefirotic tree.  On the rest he applies a penalty of -20 to his ACT and -20 to his MR.

Limitation: Necromancy is not accounted for in this effect as it is located outside of the sefirotic tree.

Natural Knowledge of a School

cp: 1

Effect: This advantage grants innate knowledge of a school up to level 40 without investing into it magic levels.  Since it is natural knowledge, the character can keep  developing it past level 40 by investing magic levels.

Limitation: This advantage can be aquired multiple times for different schools

Psychic Advantages

Impreceptible Ki

cp: 1

Effect: When the character divides up thsi psychic potential in order to use more than one power per turn, he gains a cumulative bonus of +5 for each power that is declaired.

Increased Psychic Modifiers

cp: 1

Effect: The psychic double any natural modifier that hsi psychic disipline uses.  For example, a telepath would apply a +40 for being in contact with teh target of his power (instead of the normal +20), and a pyrokinetic would aply a +60 for finding himself within a volcano.  Any negatives are also doubled

Caliber

cp: 1

Effect: The CV’s invested to increase his psychic proyection increase it by +20 rather than +10.

Extreme Concentration

cp: 2

Effect: The psychic doubles the bonus granted to his potential by concentrating.  For example, if he concentrated a full turn he would recieve +20 rather than +10

Amplify Sustained Power

cp: 2

Effect: The psychic’c maintained powers are maintained one degree above what his potential allows.

Resistance to Psychic Fatigue

cp: 2

Effect: If the psychic fails in the use of one of his powers he does not lose fatigue points once he has been left without unused CV’s.  Powers of third degree are not affected by this advantage.

CV Recuperation

cp: 1,2,3

Effect: The time that it takes for the character to regenerate CV’s is reduced to 1 every ten minutes.  Investing additional CP’s further reduces it to every five and every one minute respectivley.

Psychic Imbalance

cp: 2

Effect: The psychic automatically obtains a degree above what he has obtained with his potential when using powers of a specific school.

General Disadvantages

In the case of disadvantages each will grant CP’s rather than cost them.

Reduce an Atribute by 2 points

cp: 1

Effect: This reduces a basic characteristic by 2 points

*Limitation: This disadvantage can only be taken once.  It is not possible to reduce a characteristic below 3.

*As with all rules in rpgs, the GM has the final say and should adapt them to what he deems apropiate for his setting.  I believe this disadvantage should not be limited as it reduces a characters ability by a suficient amount that granting them an aditional CP is a reasonable exchange.  While it may seem like a small price to pay, it becomes more important the higher the level since creatures start having characteristics in the high tens.

Feeble

cp: 1

Effect: When the character’s life points fall below a third of this total, he suffers a -30 to all action penalty until he is able to recover.

Without any Natural Bonus

cp: 1

Effect: This disadvantage makes it so the character never applies his natural bonuses when he gains a level.

Unlucky Destiny

cp: 2

Effect: The character is unable to obtain an open roll, no matter what he has rolled on the dice.

Rookie

cp: 1

Effect: The character begins with 100 points of experience less than the other characters in his group.  In the case that all of them are level1, those who have this disadvantage will be level 0. requireing a minimum of three gaming sessions to reach level 1.

Cowardice

cp: 1

Effect: In anima, aspects like the sowardice of a character are preferably left to the interpretation of the player.  Nevertheless, somone with this disadvantage is unable to control the fear of danger that runs through hsi veins.  Therefore, each time the character finds himself in true danger, he will submit to the state of fear.  If he passes a Very Difficult (CDif) control check, he can reduce the all action penalty from fear to a mere -20 (instead of teh usual -60).

Klutzy

cp: 1

Effect: This disadvantage imposes a penalty of -30 to any manual ability that requires coordination, and a -3 to all contested Dexterity Checks.

Insufferable

The character has a vertain intrinsic ability to be disliked by others.  It does not matter how much effort he pus in, he always causes a negative reaction in others that he is unfamiliar with, and even his simple presence can provoke a slight irritation in some individuals.

cp: 1

Effect: The extent of this disadvantage should be interpreted by the GM.

Damned

cp: 1,2

Effect: The one CP option indicates teh character suffers a serious, though not necessarily constant, negative effect.  The specifics of this are left to the GM’s discretion, but examples include a warrior who regularly misplaces or fumbles his weapons, or a character who always loses money over time, no matter how hard he tries to keep it safe.  The two CP option is a curse of a superior nature that carriers with it terrible, persistent effects.  The specifics of this are left to the GM’s discretion, but examples include a character who always suffers some kind of supernatural injury whenever he damage and opponent, or a character who will immideiatley die the day he unnecessarily takes a life.

Sickly Health

cp: 1

Effect: The character reduces his Sickness Resistance (SR) by half.

Slow Healing

cp: 1

Effect: The Character only recovers half the normal hit points he would gain either by normal regeneration or though mystical means.

Nearsighted

cp: 1

Effect: The character suffers a penalty of -50 to his search and notice checks and a -3 to any perception check.  This penalty is also applies to aiming.  If the character manages to aquire glasses the penalty are reduced to an amount determined by the GM

Vulnerability to Poisons

cp: 1

Effect: The characters Poison Resistance (PR) is reduced to half.

Easily Possesed

 cp: 1

Effect: The character suffers a penalty of -50 to any RP or RM against to any resistance related against dominions or control effects that attempt to modify his conduct.

Vulnerability to Magic

cp: 1

Effect: The characters MR is reduced in half

Vulnerability to Heat or Cold

cp: 1

Effect: The character suffers a penalty of -80 in resistance checks against that element and a -30 to all actions in extreme climates.

Atrophied Limb

cp: 1

Effect: The character suffers a penalty of -80 on any action involving the atrophied limb.

Fisically Weak

cp: 1

Effect: The characters Phisical Resistance (PhR) is reduced to half.

Unsightly

cp: 1

Effect: The characters phisical appearance is reduced to 2

Limitation: The characters base appearance must be at least 7 and must have been rolled and not chosen by the player.

Unfortunate

cp: 1

Effect: The effect of this disadvantage should be interpreted by the GM.  In a group, a unfortunate character will always be victim of a traps random effect and the first to be attacked when a target is chosen at random.

Grave Illness

cp: 2

Effect: The character will apply a stacking penalty of -10 to all action for each month that goes by.  The GM should set a date in secret that, upon reaching it, the character will die

Grave Alergy

cp: 1

Effect: The penalty applies for being in contact with said substance vary between -40 and -80, depending on the amount and time exposed.

Deep Sleep

cp: 1

Effect: The character applies a penalty of -200 to any ability regarding perception while he sleeps.  During the first ten turns after waking up, the applies a penalty of -40 to all accion.

Grave Fobia

cp: 1

Effect: The character will apply the state of fear whenever he comes in contact with his fobia.

Bad Luck

cp: 1

Effect: The characters fumble range is increased by 2 points.  In normal circumstances he will fumble with a roll of 5, and if he has achieved mastery, with 4.

Mute

cp: 1

Effect: The character can not speak

Blind

cp: 2

Effect: The character can not use any ability that requires sight.  He will apply the penalty of blinded at all times

Deaf

cp: 1

Effect: The character can never use any ability that requires the use of hearing.

Slow Learning

cp: 1,2

Effect: The character has a penalty of 4 experience points per session. The additional CP increases the penalty to 8 points per session.

Slow Reaction

cp: 1,2

Effect: The character has a pentaly to his nitiative of -30.  The extra CP increases the penalty to -60

Exsclusive Weapon

cp: 1

Effect: The character applies a penalty of -30 to his combat abilities with any weapon other than his own.

Limitation: This disadvantage can only be chosen by the classes with the Fighter, Stalker, Domine, or classless categories

Adiccion or Grave Vise

cp: 1

Effect: The character applies a cumulative -10 to all accion for every day that he does not satisfy his addiction.

Vulnerable to Pain

cp: 1

Effect: This double any penalty to accions caused by pain, be it from the effect of a critical hit or from mystical means.

Exhausted

cp: 1

Effect: Doubles any penalty due to exhaustion and subtracts 1 fatigue point from his pool.

Background Disadvantages

Pariah

cp: 1

Effect: The character is automatically considered a pariah in all social circles.

Powerful Enemy

cp: 1,2,3

Effect: The effects of this Disadvantage only apply to rol-playing.  Naturally, the greater the benefit gained, the more powerful the enemy or organization pursuing the character.  Use Table 33 as a power reference.

Debts

cp: 1

Effect: Regarless of his social status, the character begins with no more than what he carries with him, and forced to repay a debt valued no less than 10,000 gold coins.  Another possibility is that he’s obligated to pay 500 gold coins every month.

Code of Conduct

cp: 1

Effect: The character must follow a strict code of conduct, in someway related to his country of origin.

Dirty Little Secret 

The character hides a dark and horrible secret, something that would mean his ruin and the fall of those who matter most to him if it came out. It is possible that he’s guilty of an appalling crime, or that as a small child he performed terrible rituals that caused the death of thousands of people, triggering a curse over him if the cultists discovered he was alive.

cp: 1

Effect:  The player and the Game Master must determine, together, the nature of the secret and the consequences that arise from it.

Disadvantages form characters with The Gift

Forced Incantations

cp: 1

Effect: The character must have the ability to speak to be able to accumulate magic and cast spells.

Forced Gestures

cp: 1

Effect: The character must be able to move to be able to accumulate magic and cast spells.

Magic Exhaustion

cp: 1

Effect: The character will loose one fatigue point when he casta a spell with a zeonic value over 100, dos if it’s over 300, and 3 if it’s over 500

Slow Magic Regeneration

cp: 1

Effect: The characters magic regeneration is reduced by half

Magic Tied to an Action

cp: 1

Effect: The character can only use magic if the action is performed or if the specified condition is met.  In the case that the action is a secondary skill, the character must reach at least a difficulty of Dificult (Dif) to be able to cast spells.

Magic Blockage

cp: 2

Effect: The character lacks any type of magic regeneration, so he can not recover magic in a natural way.  Instead he must drain it from objects that allow it or from other people with The Gift

Existential Link

cp: 1

Effect: The character will not be able to chose any Free Access spells or to specify which spells he wants to learn.

Witchcraft

cp: 1

Effect: The character is obligated to use material components to cast his spells.  Each spell requires a different component determined by the GM based on his origin and the characters knowledge.

 

Disadvantages for Psychics

Psychic Exhaustion

cp: 1

Effect: The character looses twice the amount of fatigue points to what is indicated by his psychic fatigue

Limitation: This disadvantage can not be taken by characters with the Resistance to Psychic Fatigue advantage.

Without Concentration  

cp: 1

Effect: The psychic with this disadvantage will not gain bonus to his potential from concentrating.

Single Power

cp: 1

Effect: The psychic can only use one power per turn.  This does not impeed him from using mainting powers, as long as they where cast on previous turns.

Psychic consumption

cp: 2

Effect: If the psychic fails during a psychic potential check, he also looses life point equal to the amount by which he failed to reach the minimum potential required.

5 thoughts on “Complete list of Advantages & Disadvantages

  1. Pingback: Sui Notitia | Critical Failure: Your Character has Died – Anima: Beyond Fantasy – Character Creation Part 1

  2. Pingback: Sui Notitia | Critical Failure: Your Character has Died – Anima: Beyond Fantasy – Character Creation Part 1

  3. landoflor

    Hi, my gm has been running Anima with my Lil group for a long time and sadly his books have taken a huge blow from wear and tear. So thank you so much for building this and explaining more indeapth on skills. Will u be adding bloods from the dominus(sp)

    Reply
    1. dhyohko Post author

      It has been a while since i touched this blog but sure, i can do that, seeing as my main OC has Dragon Blood it would be a bit hypocritical of me not to do so so yea, i’ll do it. I can’t promise a time table since i’m starting up a youtube channel (if you have any interest in listening to my opinions on D&D or other systems lemme know) bu there not that many so it souldn’t take too long.

      BTW if you find this mini-blog useful lemme know and I can offer some help in regards to the system to your players or what-not.

      Reply
  4. Pingback: Artifacts of Power, Because not all swords are Masamune’s | Bringing anime to the RPG table

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