Developing a Custom Advantage or Disadvantage
Texto
When creating an advantage or disadvantage, follow the process below for its type:
Distinction
A distinction represents a feature of your character that makes your character more effective in certain circumstances. Consider and record the narrative effects it conveys and the ring to which it will most often apply. Then record two specific examples of checks for which the distinction works in your character’s favor.
Example: Sam wants to reflect the fact that his character, Hitoshi, grew up on merchant vessels, and is as sure firing an arrow
from the rigging as he is staying one step ahead of another vessel. He proposes the Born Sailor distinction, which he posits should protect the character from seasickness, no matter how tempestuous the ocean. Then, he notes two examples of when this should apply: when Hitoshi makes a Martial Arts [Ranged] (Water) check to hit a target from the deck of a boat, and when Hitoshi makes a Seafaring (Water) check to find high-quality supplies for nautical activity. After the GM approves this advantage for use, Hitoshi is ready to conduct “legitimate business” on the seas!
Passion
A passion represents an area of interest for your character, something that makes them feel better when they practice or pursue it. Consider and record the narrative effects that their love of this subject conveys and the ring to which it will most often apply. Then, record two specific types of checks for which the passion works in their favor.
Example: Luna wants to represent the fact that her character, Hei, a Unicorn Clan warrior, is fascinated by grappling techniques, and that Hei goes out of their way to seek out chances to study other fighters and their methods.
The GM notes that this advantage could be quite potent, as it pertains to a Martial skill, but the two discuss the idea and decide that it is important enough to be worth representing mechanically. Luna proposes that it grant Hei the narrative capacity to recognize a fighter’s grappling school by a single move (a very narrow utility, albeit a very useful one for a wrestler), and that it should have example applications to Martial Arts [Unarmed] (Earth) checks to engage in grappling contests and Culture (Earth) checks to recall anecdotes and trends related to the history of grappling. The GM agrees that this isn’t too powerful as a passion, and so the Grappling passion is assigned to Hei.
Adversity
An adversity represents something that makes your character’s life harder in a direct way. Consider and record the narrative challenges that the adversity imposes on your character and the ring to which it will most often apply. Then, record two specific types of checks for which the adversity undermines your chances of success.
Example: Andrew wants to give his character, Kiriko, an adversity that adds a bit of levity to the otherwise serious Scorpion courtier. However, the character is decidedly stoic in nature, and so he wants to create the situational humor of her artful ploys being lost upon her less refined comrades, to her constant exasperation.
He proposes to the GM that Kiriko should have the Wasted in Such Company adversity, which has the narrative impact of causing her attempts at searing jabs to end up coming off rather harmlessly to her fellow PCs, who simply do not pick up on the cutting insults she has so subtly implied. The GM decides that while this narrative effect might be too influential if it worked on all characters, encouraging intra-party banter (especially after the other players agree with the concept) is fun, and the ability shouldn’t cause too much trouble. Andrew then proposes that it should have example checks of Courtesy (Air) checks to spread malicious gossip and Performance (Air) checks to send subtle messages. The GM agrees, and so Kiriko is assigned the Wasted in Such Company adversity.
Anxiety
An anxiety represents something that stirs up negative emotions in your character. Consider and record the narrative challenges this fear, hatred, regret, or other emotional weight places on your character and the ring to which it will most often apply. Then, record two specific types of checks for which the anxiety causes your character to suffer turmoil.
Example: Sara wants to represent her character Karasu’s tendency to be overwhelmed by the desire for revenge against her parents’ killers. However, she has already selected this as Karasu’s ninjō, and so the GM recommends that she consider how to create an anxiety that ties into Karasu’s ninjō but also helps reveal more about the character. Sara decides that because Karasu had to fend for herself from an earlier age than most, she cannot tolerate weakness in herself or others.
She proposes the anxiety Might Will Make Right, which prevents her from asking for help from others when pursuing her ninjō of revenge upon her parents’ killers, as Karasu views the task as hers alone. Additionally, the disadvantage has example applications of Meditation (Earth) checks to see the costs of her quest for revenge and Tactics (Earth) checks to make plans or take actions to protect allies. The GM agrees, and so this anxiety is assigned to Karasu.
Keep In Mind...
As with all matters, the GM is the final arbiter of whether a given advantage or disadvantage is appropriate or not. GMs should be aware that custom advantages that apply to Martial skills can easily become very potent, and they should thus pay careful attention to any such advantages their players propose.
Texto do livro
Core Rulebook · Chapter 2: Creating a Character › Creating Custom Advantages and Disadvantages › Developing a Custom Advantage or Disadvantage · p. 137 p. 138 p. 139
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When creating an advantage or disadvantage, follow the process below for its type:
Distinction
A distinction represents a feature of your character that makes your character more effective in certain circumstances. Consider and record the narrative effects it conveys and the ring to which it will most often apply. Then record two specific examples of checks for which the distinction works in your character’s favor.
Example: Sam wants to reflect the fact that his character, Hitoshi, grew up on merchant vessels, and is as sure firing an arrow
from the rigging as he is staying one step ahead of another vessel. He proposes the Born Sailor distinction, which he posits should protect the character from seasickness, no matter how tempestuous the ocean. Then, he notes two examples of when this should apply: when Hitoshi makes a Martial Arts [Ranged] (Water) check to hit a target from the deck of a boat, and when Hitoshi makes a Seafaring (Water) check to find high-quality supplies for nautical activity. After the GM approves this advantage for use, Hitoshi is ready to conduct “legitimate business” on the seas!
Passion
A passion represents an area of interest for your character, something that makes them feel better when they practice or pursue it. Consider and record the narrative effects that their love of this subject conveys and the ring to which it will most often apply. Then, record two specific types of checks for which the passion works in their favor.
Example: Luna wants to represent the fact that her character, Hei, a Unicorn Clan warrior, is fascinated by grappling techniques, and that Hei goes out of their way to seek out chances to study other fighters and their methods.
The GM notes that this advantage could be quite potent, as it pertains to a Martial skill, but the two discuss the idea and decide that it is important enough to be worth representing mechanically. Luna proposes that it grant Hei the narrative capacity to recognize a fighter’s grappling school by a single move (a very narrow utility, albeit a very useful one for a wrestler), and that it should have example applications to Martial Arts [Unarmed] (Earth) checks to engage in grappling contests and Culture (Earth) checks to recall anecdotes and trends related to the history of grappling. The GM agrees that this isn’t too powerful as a passion, and so the Grappling passion is assigned to Hei.
Adversity
An adversity represents something that makes your character’s life harder in a direct way. Consider and record the narrative challenges that the adversity imposes on your character and the ring to which it will most often apply. Then, record two specific types of checks for which the adversity undermines your chances of success.
Example: Andrew wants to give his character, Kiriko, an adversity that adds a bit of levity to the otherwise serious Scorpion courtier. However, the character is decidedly stoic in nature, and so he wants to create the situational humor of her artful ploys being lost upon her less refined comrades, to her constant exasperation.
He proposes to the GM that Kiriko should have the Wasted in Such Company adversity, which has the narrative impact of causing her attempts at searing jabs to end up coming off rather harmlessly to her fellow PCs, who simply do not pick up on the cutting insults she has so subtly implied. The GM decides that while this narrative effect might be too influential if it worked on all characters, encouraging intra-party banter (especially after the other players agree with the concept) is fun, and the ability shouldn’t cause too much trouble. Andrew then proposes that it should have example checks of Courtesy (Air) checks to spread malicious gossip and Performance (Air) checks to send subtle messages. The GM agrees, and so Kiriko is assigned the Wasted in Such Company adversity.
Anxiety
An anxiety represents something that stirs up negative emotions in your character. Consider and record the narrative challenges this fear, hatred, regret, or other emotional weight places on your character and the ring to which it will most often apply. Then, record two specific types of checks for which the anxiety causes your character to suffer turmoil.
Example: Sara wants to represent her character Karasu’s tendency to be overwhelmed by the desire for revenge against her parents’ killers. However, she has already selected this as Karasu’s ninjō, and so the GM recommends that she consider how to create an anxiety that ties into Karasu’s ninjō but also helps reveal more about the character. Sara decides that because Karasu had to fend for herself from an earlier age than most, she cannot tolerate weakness in herself or others.
She proposes the anxiety Might Will Make Right, which prevents her from asking for help from others when pursuing her ninjō of revenge upon her parents’ killers, as Karasu views the task as hers alone. Additionally, the disadvantage has example applications of Meditation (Earth) checks to see the costs of her quest for revenge and Tactics (Earth) checks to make plans or take actions to protect allies. The GM agrees, and so this anxiety is assigned to Karasu.
Keep In Mind...
As with all matters, the GM is the final arbiter of whether a given advantage or disadvantage is appropriate or not. GMs should be aware that custom advantages that apply to Martial skills can easily become very potent, and they should thus pay careful attention to any such advantages their players propose.
