Hi guys...here's a list of Advantages/Disadvantages. Some of them were taken and/or slightly modified from an unofficial spanish supplement (ComplementoD10) that can be found on the Internet. Others were personally created. I hope you find some interesting imputs in here and also provide me with some feedback.
COMMON ADVANTAGES:
Eye of Linx
Double Aiming Bonus for ranged attacks.
1CP
Natural Technique
The character is able to use a Ki Technique without using ki once every 1 minute unless he spends 1 Fatigue point for each use following the first. The innate technique must have a MK cost no higher than 20 and can have effects up to Level 1 techniques. Spending additional CPs on this advantages rises the technique’s max MK cost to 40 and 60 and allows choosing Level 2 and 3 effects respectivey.
LIMITS: Innate Techniques cannot have the Combinable, Mantained, and Sustained perks. The Innate Technique does not count toward learning ki techniques.
1, 2, 3 CP
Natural Spell
The character is able to use a Spell without using Zeon once every 1 minute unless he spends 1 Fatigue point for each use following the first. The innate spell must have a ML no higher than 20 and is cast at Base Casting Level. Spending additional CPs on this advantages rises the spell’s max ML to 40 and 60 and rises it’s Casting Level to Intermediate and Advanced respectivey. If the character has Magic Projection use that for the Innate Spell, if required. Otherwise the spell is cast as if using the Magic Projection as Attack or Magic Projection as Defense Modules.
LIMITS: Innate Spells cannot be Mantained.
1, 2, 3 CP
Superior Natural Ability
The character doubles his base characteristic bonus to all Secondary Abilities in a particular Field.
1CP
Beautiful
+1 Aspect.
NOTE: Can be bought more than once, up to Aspect 10.
1CP
Supernatural Nature
+5 Base MA and +150Zeon. Spending an additional CP gives +10MA and +300Zeon.
1, 2 CP
Hybrid
Add a single special rule of a Nephilim for each CP spent.
LIMIT: Powers from the Vetala Nephilim list cannot be chosen. (If you're using any homebrewed race, you can freely choose which can mate with others and which cannot, as for mine Ah Chiinches and Homunculi cannot definitely give birth to hybrids and probably the same goes for Fafnr, while Dvergr can freely mate with other humanoids)
1, 2, 3 CP
Great Speaker
+30 Leadership and Persuasion if allowed to speak. +3 to Intelligence and Power check related to social relations, when allowed to speak.
1CP
Lord of The Beasts
The character gains +5 to all his summoning abilities per level. Spending an additional CP increases the bonus to +10 per level.
2, 3CP
Class Master
The character gains a +10 bonus per level to a secondary ability with a Class Bonus for his current Class. Spending additional CPs allows adding a +10 bonus per level to one or two additional secondary abilities with a Class Bonus for the current Class, but a character cannot add more than a +10 bonus per level to a single secondary ability due to this advantage.
1, 2, 3CP
Animal Companion
The character begins the game with an extremely faithful animal servant. It must be a natural Level 0 animal. Spending additional 1-2 CPs allows to rise the level of the animal to 1 and 2 respectively.
1, 2, 3CP
Henchman
This character begins the game with a relatively faithful henchman. It must be a Level 0 sample character without The Gift from either Core Exxet or Gaia. Spending additional CPs on this advantages allows you to choose between getting an additional Henchman with the same limitations, raise the starting level of one of your henchmen by 1 and/or allowing the henchman to have The Gift.
1, 2, 3CP
Professional
+25 to a single secondary ability. Spending additional CPs raises the bonus to +45 and +60.
1, 2, 3CP
Great Love
+20 to all actions to protect or encounter the Great Love or if they fight together. -10 All Action penalty for 2d10 months if the Great Love is dead. On a 19-20, the penalty is permanent.
1CP
ADVANTAGES FOR CHARACTERS WITH THE GIFT:
Imperceptible Magic
+25 Magic Appraisal to occult Magic. Spending additional CPs grants +45 and +60.
1, 2, 3CP
COMMON DISADVANTAGES:
Nightmares
Each night, the character rolls a d10. On a 6+ he suffers a -2 Max Fatigue cumulative penalty until he rests for one night. To gain an additional CP from this disadvantage, when rolling a 8+ for the night, the character suffers a -20 all action penalty as well. Penalties caused by this disadvantage directly or through Fatigue Loss cannot be nullified or reduced by any mean.
2CP
Blocked Growth
Characteristics of this character cannot be incremented beyond their starting value by any mean.
2CP
Limited Magic Energy
Double the cost for acquiring 5 Zeon points and halve any Class bonus to Zeon.
LIMIT: Only characters from the Mystic Archetype can acquire this disadvantage.
1CP
BLOOD BONDS:
CROW:
You were processed by Wissenshaft to become a Crow.
You are considered to have Access to Natural Psychic Power (see Advantage) and may use your Psychic Power at Difficult Level. You may buy up to 40DP of Advantages from the Essential Abilities from Creation of Beings as if you were a natural being with Gnosis 10, except for The Gift and Access to Psychic Disciplines. Each additional point spent rises difficulty level for your Natural Psychic Power as normal, gives you extra 40DP to spend in Essential Abilities, and rises the Gnosis used for buying abilities by 5 up to 20. The advantage does not modify the actual Gnosis of the character.
COST: 1-7. (1-3 for Players)
LIMITS: You are Addict to the Black Fluid. You can’t buy Addict disadvantage a second time. Each additional point spent adds an extra -5 penalty per day without the Black Fluid and 50 to the maximum penalty amount. You are considered as 1 Level higher when calculating experience needed for Level-Up. If you don’t have the Contacts or Powerful Ally (Wissenshaft) advantage, it’s assumed you’re a rogue from the Organization and MUST buy the Powerful Enemy (Wissenshaft) Disadvantage.
PROCESSED (not for players):
You are completely processed by Wissenshaft.
You have Gnosis 35 but no Elemental Control, Influence Reality and Presence abilities. You have a Natural Psychic Power with Zen Level which can be maintained at Absurd Level. You have Zen and Acute Senses. You have 17 points to distribute among your characteristics. These bonuses include the 150DP given by Gnosis 35.
COST: 9.
LIMITS: You are considered as 4 Levels higher when calculating experience needed for Level-Up. If you don’t have the Contacts or Powerful Ally (Wissenshaft) advantage, it’s assumed you’re a rogue from the Organization and are automatically considered to have the Powerful Enemy (Wissenshaft) Disadvantage without gaining any point. Also, consider that your capture/destruction will be an absolute priority for the Wissenshaft. If takes Addiction, must treat it as addiction to Black Fluid with -55 penalty for each day without it and -550 maximum penalty.
SUPERIOR WARLORD KAMI’S BLOOD
Your Kami’s Blood is stronger than normal.
Works exactly as for Warlord Kami’s Blood, but the cost to activate the ability increases to 2 and 3 Ki points per turn, respectively. The quality bonus awarded to the chosen weapon goes up to +10 and +15 respectively (with the usual +25 quality limit) and the character gains +2 and +3 Accumulations respectively which he may distribute as he determines at character’s creation.
COST: 2-3.
ONI’S BLOOD
One of your ancestors dealt a pact or mingled with an Oni. This grants you supernatural physical capabilities as well as their elemental affinity.
The character is considered as being Inhuman and is considered as having the advantage Night Vision. Also, the character benefits from a fixed bonus +25PhR and gains a bonus of +30 Life Points. If the character develops the Ki Ability Aura Extension he automatically gains either Fire or Electricity Elemental Attack and if he develops the Elimination of Necessities ability he automatically gains the Elemental Immunity to the either Fire or Electricity. Note that the element chosen for the attack and for the Immunity must be the same. Additional CPs spent on this advantage raise the bonus to PhR to +40 and +60 and the Life Points bonus to +60 and +90 respectively.
COST: 1-3.
DJINN’S BLOOD
Someone in your ancestry has crossed with a Djinn and you inherited powers due to the union. Not only they gain the Gift but also a natural proficiency in all disciplines Djinns excel in. Those who descend from greater Djinns have even greater powers and some say they even have a limited ability to control destiny and chaos.
Characters with Djinn’s Blood automatically have The Gift as well as they have 10 points of free Magical Knowledge in the paths of Creation, Illusion and Fire and a +10 to their final MA when accumulating Zeon to cast spells from the aforementioned Paths. Characters who spent 3CP on this advantage have access to High Magic in Creation, Illusion and Fire Magic as if they had Gnosis 25+, although they won’t have access to Subpath or Free Access Spells over Level 80. Also once per turn they may raise by 6 points the chances of fumble of an attack directed right at them.
COST: 2-3.
DEMON’S BLOOD
You inherited blood from a Demon or from someone who dealt some kind of pact with a Demon and are therefore gifted with unusual gifts, although sacred powers will recognize the evil inside of you and smite it.
Character’s with this advantage are affected by the Sacred as for Demons of the Fourth Hierarchy. Those with Demon’s Blood can choose 2 special rules from the following list. Spending additional CPs will increase the amount of special rules acquired by 1 for each CP spent and will give access to some special rules.
Demonic Affinity: When attempting a Summon, Control, Bind or Banish roll against a demon, the character has a bonus of +80 to his roll. Also, the character gains a +80 roll on any Social check involving dealing with Demons.
Elementality: The character becomes an Elemental Being with all that comports. You cannot choose Light as his Element.
Inhumanity: The character is Inhuman with all that comports.
Infernal Eyes: The character is able to see Magic and Spiritual Beings.
Heartless Monster: The character no longer has any vulnerable point and cannot be instantly killed due to the amputation effect of critical hits directed to his Heart or Head. The character must have spent at least 2CP on this advantage in order to gain this special rule.
Unlimited Power Source: The character automatically regenerates 10 Zeon Points or 1 Ki point per turn, unless he’s in a sacred place or a place strongly charged with positive energy. The character must have spent at least 3CP on this advantage in order to gain this special rule. Also, choosing this advantage increases by +1 the Level modifier of this character.
COST: 1-3.
LIM SIDHE’S BLOOD
You’ve inherited not just blood but also a piece of soul from one of those great men (or humanoids) whose death brought to a new state as Lim Sidhe, called Incarnations by most summoners. Hence you can naturally synchronize yourself with the ancestor, unleashing his power without the help of any summoning knowledge.
When choosing this Advantage, also choose a specific Incarnation. The character can synchronize with the opportune entity once per day for a number of turns that cannot exceed 5, without requiring a summoning roll or a Zeon expenditure. Anyway, the character must still be of the right level in order to perform a synchronization of a certain Affinity Level.
COST: 2.
LIMIT: Arturia, The White Lion cannot be chosen when taking this advantage, due to the obvious reason that there’ no way the character is actually its descendant.
The Processed / Crow stuff were designed for NPCs, but I decided a character might choose to be a low level crow from Wissenshaft.