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Kitsusagi Realms

Advantage/Disadvantage System (optional)

Kitsusagi Staff

Grizzled Veteran
D
Mule Account
What is the Advantage/Disadvantage system?
This is a system where your Kitsu can choose to take an Advantage, which gives them a bonus in one area, in exchange for also taking a Disadvantage, a negative in another area. It is not required to use this system at all, completely up to you as the player to decide if you want to. To start with, each Kitsu may only choose one Advantage, and then must choose one Disadvantage. They may choose one more of each whenever they gain more stats. For a listing of current Advantages and Disadvantages to choose from, please see the post below. Note that these are mostly not tied to species, though some still may have certain requirements.

Note
Please try and 'match up' your Advantages and Disadvantages so they are interesting and make sense! Lets attempt to keep things balanced. If you have questions about how to do this, contact Manda or Seimei. We do reserve the right to ask you to choose different Advantages/Disadvantages if we noticed your character doesn't seem very balanced.

I have an idea for a Advantage or Disadvantage not listed... can I use my idea?
Maybe! Please run any ideas by Manda and Seimei to determine if it works. If so, we will add it to the list, and then you may use it.
 

Kitsusagi Staff

Grizzled Veteran
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Mule Account
Available Advantages
  • Physical Prowess - This Advantage allows a Kitsu to add 1 extra point to their Physical Stat.
  • Mental Prowess - This Advantage allows a Kitsu to add 1 extra point to their Mental Stat.
  • Social Prowess - This Advantage allows a Kitsu to add 1 extra point to their Social Stat.
  • Tough - This Advantage allows a Kitsu to add 1 extra point to their HP.
  • Physical Resistance - This Advantage allows a Kitsu to add 1 extra die when rolling to physically defend against an attack.
  • Mental Resistance - This Advantage allows a Kitsu to add 1 extra die when rolling to mentally defend against an attack.
  • Social Resistance - This Advantage allows a Kitsu to add 1 extra die when rolling to socially defend against an attack.
  • Animal Affinity - Most normal animals (non-magical) will react to the Kitsu in a positive, or at least neutral way. The Kitsu might also be a bit better at understanding the body language of animals and 'communicating' with them. An animal trained and ordered 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 Kitsu. In the case that the Kitsu is forced into combat with an animal, they will always be the last one to be attacked if they are in a group.
  • Good Luck - Allows a Kitsu to make one re-roll per battle, and take the better of the two rolls. When editing a post to reflect RP, it must be stated that you are using this (similar to using an Ability). Then immediately do your re-roll in another post. Other players should wait for the re-roll before continuing with the turn order.
  • Heirloom Item - Allows a Kitsu to choose one weapon, type of armor, or item during character creation to automatically possess and use (magical items may not be chosen, however).
  • Magically Inclined - When learning new spells that require a certain number of rolls, a Kitsu with this Advantage requires one less roll than usual.
  • Fearless - This Kitsu is not afraid of anything and in fact, battle is exciting to them! They may add one extra die to their first attack in every battle.
  • Presence - This Kitsu is naturally charismatic and well-liked by others, even those they have never met before. Add one die to any Social roll.
  • Fast Healing - This Kitsu for some reason heals faster than others. Anytime they would get HP through an Ability, Spell, etc they gain 1 more point of HP than normal. Ex: A Cleric rolls a 3 to heal your Kitsu - your Kitsu actually heals 4 points of HP.
  • Knowledgeable - Your Kitsu may add one extra die on Mental rolls when trying to figure something out (such as an artifact, or remembering a weakness of an enemy). This is a bit free-form, so have it make sense if you're trying to use it in a battle! Might be a good idea to discuss with RP partners what your Kitsu is able to discover ahead of time.
  • Survival Instincts - Your Kitsu is used to being out in the wild and has good instincts for danger. This allows a Kitsu to dodge one surprise attack they wouldn't normally be able to dodge. For example, if they are being attacked from behind, or the enemy is hiding behind something, completely unseen. Have it make sense, and please don't abuse this.
  • Giantism - For whatever reason, be it a mutation in the gene pool, or a whim of the gods, this Kitsu seems to be quite a bit… larger than almost any others. Kitsu with this Advantage may be anywhere from 7.5ft to 12ft tall at the shoulder. They may add 1 extra point to their Physical stat as well, due to their larger size. This Advantage may only be chosen by Gen 1 Kitsu - OR by later Gens who have a Kitsu in their family line that has chosen this Advantage.
  • Dwarfism - For whatever reason, be it a mutation in the gene pool, or a whim of the gods, this Kitsu seems to be quite a bit… smaller than almost any others. Kitsu with this Advantage may be anywhere from 2ft to 4ft tall at the shoulder. They may use their small size and speed to their advantage once in each battle to completely dodge one attack. This Advantage may only be chosen by Gen 1 Kitsu - OR by later Gens who have a Kitsu in their family line that has chosen this Advantage.
  • Heat Tolerance - This Kitsu is used to surviving in hot environments and thus has a slight advantage when adventuring or fighting in such places. Certain breeds may be more predisposed to this Advantage, such as Nightmares. They may add one die to one action per battle or adventure stage (Ex: gathering ingredients, add 1 die to a search roll 1 time) while in a hot environment. Please have this make sense - a temperate forest area is not a hot environment, in general, unless it’s mentioned by a GM that the day is extremely hot etc. A desert would obviously be a hot environment, however.
  • Cold Tolerance - This Kitsu is used to surviving in cold environments and thus has a slight advantage when adventuring or fighting in such places. Certain breeds may be more predisposed to this Advantage, such as Tundras. They may add one die to one action per battle or adventure stage (Ex: gathering ingredients, add 1 die to a search roll 1 time) while in a cold environment. Please have this make sense - a temperate forest area is not a cold environment, in general, unless it’s mentioned by a GM that the day is extremely cold etc. A high mountain or glacier would obviously be a cold environment, however.

Available Disadvantages
  • Physical Weakness - This Disadvantage takes 1 point away from a Kitsu's Physical Stat.
  • Mental Weakness - This Disadvantage takes 1 point away from a Kitsu'sr Mental Stat.
  • Social Weakness - This Disadvantage takes 1 point away from a Kitsu's Social Stat.
  • Frail - This Disadvantage takes 1 point away from a Kitsu's HP.
  • Physical Vulnerability - This Disadvantages takes away 1 die when rolling to physically defend against an attack.
  • Mental Vulnerability - This Disadvantages takes away 1 die when rolling to mentally defend against an attack.
  • Social Vulnerability - This Disadvantages takes away 1 die when rolling to socially defend against an attack.
  • Feeble - When this Kitsu's HP drops to 1, it is as if their HP was at 0. They might not necessarily faint, but will usually not be able to continue battling.
  • Unlucky - At some point in every battle, this Disadvantage must be activated, and it makes the Kitsu completely fail an attack, defense, etc. The player can choose when to use it, but please have it make sense.
  • Cowardice - Anytime this Kitsu has to battle, they must roll their Mental stat, and get at least as many successes equal to half their Stat (rounded down). If they fail the roll, they are too afraid to battle. The Kitsu may still be RP'd as being there, but can't attack directly. They may do things such as assist or heal, however. RP this so it makes sense! A Kitsu with this Disadvantage who is trying to heal others in a battle might still get too scared to stay and run away if an enemy targets them. Cannot be taken if Mental stat is a 1. Ex: A Kitsu's Mental stat is 3, they must roll at least 1 success to battle.
  • Insufferable - The Kitsu has some sort of intrinsic ability to be disliked by others. It does not matter how much effort they put in, they always cause a negative reaction in others that they are unfamiliar with, and even their simple presence can provoke a slight irritation in some individuals. In combat situations, take one die away from any Social rolls.
  • Slow Healing - The Kitsu is slow to heal - one point of HP that would be healed by an Ability or Magic, etc is taken away. Ex: If a Cleric tries to heal this Kitsu and rolls a 4, the Kitsu would actually only heal 3 points of HP.
  • Allergies - This Kitsu suffers from some form of common allergy (ex: grass, animal dandruff, dust, etc) and anytime they are close to the thing they're allergic to, they lose 1 die on any Physical rolls due to swollen eyes, coughing, sneezing etc. You as the player are free to choose what specifically they are allergic to (can be multiple things) but remember, it should be something they would commonly encounter! Don't make it something they're unlikely to ever come in contact with. If it's noticed that you are not using it at all, we will ask you to choose a different Disadvantage.
  • Phobia - This Kitsu is afraid of a specific thing that is fairly commonly encountered (ex: heights, the dark, bugs, dirty things, certain types of animals, water, etc). If they are close to whatever their Phobia is, they suffer the same drawbacks as Cowardice (see above). It is up to you as the player to choose a Phobia or Phobias for your Kitsu, but have it make sense and not be something super obscure that they would never come in contact with. If it's noticed that you are not using it at all, we will ask you to choose a different Disadvantage.
  • Blind - Your Kitsu is blind, and cannot see at all, or has very limited sight. The Kitsu takes away one die for any sort of attack, defense, etc in battle that would normally require sight. Examples of this would be seeing an attack coming to dodge it, aiming, etc. There are obviously ways to work around this, but it should still affect the Kitsu at times. If it's noticed that you are not using it at all, we will ask you to choose a different Disadvantage.
  • Deaf - Your Kitsu is deaf, and cannot hear at all, or has very limited hearing. The Kitsu takes away one die for any sort of attack, defense, etc in battle that would normally require hearing. Examples of this would be hearing an attack coming from unexpected directions, hearing warnings from others, etc. There are obviously ways to work around this, but it should still affect the Kitsu at times. If it's noticed that you are not using it at all, we will ask you to choose a different Disadvantage.
  • Mute - Your Kitsu is mute, and cannot speak. The Kitsu takes away one die from most Social rolls, due to other Kitsu not being able to understand whatever way they choose to communicate other than speaking. There are obviously ways to work around this, but it should still affect the Kitsu at times. If it's noticed that you are not using it at all, we will ask you to choose a different Disadvantage.
  • Addiction - Your Kitsu is addicted to something, and unless they can do the thing, or get the thing, they take away one die from any and all actions in battle due to craving whatever it is. This could be a form of OCD as well. Some examples could be a stimulating drink (like coffee), a certain herb, needing to tap their foot a particular number of times before doing things, etc etc. It's up to you as the player to figure out the specifics of this, but have it make sense and please do have situations where it affects your Kitsu. If it's noticed that you are not using it at all, we will ask you to choose a different Disadvantage.
  • Non-Magical - Your Kitsu is really ... really ... bad at magic. When learning any Spell that requires a certain number of successes, this Kitsu requires one more success than normal.
  • Heat intolerance - This Kitsu is not used to being in hot environments and thus is at a disadvantage when adventuring or fighting in such places. Certain breeds may be more predisposed to this Disadvantage, such as Tundras. They will subtract 1 die from any Physical rolls made while in a hot environment.
  • Cold Intolerance - This Kitsu is not used to being in cold environments and thus is at a disadvantage when adventuring or fighting in such places. Certain breeds may be more predisposed to this Disadvantage, such as Angelics. They will subtract 1 die from any Physical rolls made while in a hot environment.
 
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