L5R: Advantages and Disadvantages
Characters may begin play with Advantages and Disadvantages. There is no initial allotment of points for this, if you want to take an Advantage, you must take an equal number of points in Disadvantages.
Disadvantage points must equal or exceed advantage points.
Players can only purchase a maximum of 10 points of Advantages
Advantages
Allies - Varies. Points must be spent on:
- Influence: How influential the allies are. 1, 2, 4 (Minor, Moderate, Major)
- Devotion: How trustworthy and reliable they are. 1, 2, 4
Crane pay 1 less for allies
Asexual - 2 pts
You are attracted to neither sex. If someone uses temptation on you and tries to tempt you with sex, it automatically fails.
Blackmail - 4 pts
Start with blackmail material over another player character.
Must be matched with another player’s Blackmailed Disadvantage.
Scorpion can buy this for 3.
Blissful Betrothal - 3
You are betrothed to someone in another clan and this makes you very happy.
Your betrothed must be another PC who also has to take this Advantage.
You must also take the True Love Disadvantage.
You gain a free Ally within your Betrothed's Clan which begin as Influence 1, Devotion 1 but can be boosted using the Allies Advantage.
Clear Thinker - 3 points
You are not easily swayed by your emotions.
Whenever you make a challenge against someone who is trying to confuse and manipulate you in some way, you gain a bonus +1.
Dragon can buy this for 2.
Crab Hands - 3 point
You possess a natural affinity for weapons of all kinds.
When forced to make unskilled draw with the Weapon Skill, you count as having 1 point.
Crab may buy this for 2.
Dangerous Beauty - 3 points
You receive a bonus to all Temptation Skill draws made on those who find you sexually attractive.
Scorpion may buy this for 2
Dark Paragon - 4 pts
You have studied one of the precepts of Shourido, the dark antithesis to Bushido.
When you take this Advantage, select one of the precepts below, and once per session you may voluntarily sacrifice 1 rank of Honour to receive a bonus from this forbidden knowledge.
If you do not have enough honor, you may spend a Void Point instead.
- Control: Redraw on one social Skill.
- Determination: Negate all wound penalties on one action.
- Insight: Redraw on one Air draw.
- Knowledge: Redraw on one Fire draw.
- Strength: +1 to damage.
- Will: Take 2 less damage from a single strike.
- Perfection: +1 on any Skill check. Can be combined with the bonus gained from spending a Void Point.
Fame - 1 pts
You begin play with +1 Glory.
Forbidden Knowledge - 4 pts
You begin with knowledge in a forbidden areas, that is not only socially inappropriate but outright illegal.
Select which area of knowledge you possess:
- Gaijin Pepper: Start with a free point in Craft (Explosives). May or may not have a small bag of gunpowder.
- Maho: Maho is forbidden blood magic. Start with a free point in Lore (Maho). At GM discretion you may begin with one Maho spell.
- Kolat: A forbidden society that believes the Kami should not be worshiped and that humans should control their own destiny. Begin with one free point in Lore (Kolat) and gain a +1 bonus on social skill draws with known members of the Kolat.
Friendly Kami - 3 pts
You have a close spiritual connection to one of the elements, and the Kami of that element are more friendly towards you.
You receive a +1 bonus to all Sense, Commune, and Summon challenges when dealing with Kami of your chosen element.
Shugenja only.
Gaijin Gear - Varies.
You start with a strange item from a far away land. Although not strictly speaking illegal or dishonourable, such items are socially questionable.
- Compass: 2 pts
- Telescope: 3 pts
- Scissors: 1 pt
- Magnifying Glass: 1 pt
- Open to suggestions
Gentry - Varies.
You own large estates, land, or even villages.
- Village: 2 pts
- Notable location (e.g. Sake brewery, Falconry, etc.): 4 pts
- Fortification or Castle: 6 pts
- Town (includes a fortification): 8 pts
- Provence: 10 pts
Hands of Stone - 4 pts
You have a natural talent for unarmed combat.
Your unarmed attacks deal +1 damage.
Monks may buy this for 3
Heart of Vengeance - 5 pts
Another clan has earned your eternal, undying hatred.
You gain a bonus +1 in contested draws and opposed draws with members of that clan.
Hero of the People - 2 pts
Your name is well known amongst the lower castes and they view you as a hero.
Peasants are likely to recognise you on sight and are more likely to aid you when called.
Inner Gift - Varies.
You possess a mysterious gift that even Shugenja can't explain.
- Animal Ken - Animals regard you as friends: 3 pts
- Empathy - +1 to Courtier draws to determine another's feelings or desires: 3 pts
- Fore-Sight - You may take 3 steps when a combat starts to position yourself. You also gain +1 on Investigation/Water challenges to avoid being surprised: 3 pts
- Lesser Prophecy - Sometimes you have vague premonitions or dreams of the future: 4 pts
- Spirit Touch - You may make a contested Air draw to see who touched an object last: 5 pts
Ishiken-do - 8 pts
You possess the rare gift to commune with the Void itself, allowing you to cast Void Spells.
Shugenja only.
Phoenix may buy this for 6.
Karmic Tie - Varies
Your destiny is bonded to that of another person and the two of you will always be inexorably linked in all things.
During creation, you should find another PC to be your Kharmic partner and the two of you need to agree on the number of points you want to put into this Advantage (maximum 5).
Once per session, while making a draw to fight or protect your kharmic partner, you may add a bonus to the draw equal to the number of points you spent on this Advantage.
Large - 5 pts
You are large in size and gain a +1 Bonus to damage when using Heavy Weapons.
Crabs may buy this for 4
Leadership - 5 pts
You are a skilled and charismatic leader, and can inspire them through words and deeds, granting all allies in a battle a +2 bonus to resist all attempts to affect their emotions.
You must be obvious to your allies and in a position to inspire them in order for them to gain this bonus.
Lions may buy this for 4.
Luck 3 pts
Fortune favours you, allowing you to make one redraw per session.
Take the larger of the two draws.
Paragon - 6 pts
You have taken one of the precepts of Bushedo to heart and made it your way of life.
You begin with 1 extra Honour, and one of the following bonuses:
- Compassion: When spending Void Points, you gain a +2 bonus rather than +1 when helping those of lower rank than you.
- Courage: You gain a +1 bonus to resist intimidation and fear.
- Courtesy: You gain a +2 bonus on all Etiquette draws to avoid embarrassment.
- Duty: You may spend a Void Point to negate all penalties to a single draw.
- Honesty: You gain a +2 bonus to Sincerity when not misleading an opponent.
- Honour: You gain a +1 bonus to resist Intimidation or Temptation.
- Sincerity: You gain a +1 bonus to all contested draws involving Sincerity.
Lions may buy this for 5
Read Lips - 4 pts
You can read lips and work out what others are saying across the room.
You make a Water vs Air draw to successfully work out what the target is saying, may also be used on a group of people engaged in a single conversation.
Courtiers may buy this for 3
Perceived Honour 1pt per rank
Your baring and posture implies a greater level of Honour than you actually possess.
Increase your starting Honour by one for each rank you purchase in this advantage.
This fake Honour does not give you bonuses to anything other than your reputation.
Players are expected to role play this level of Honour to avoid losing it.
Servant - 2 for Unskilled or 4 for Skilled
You have a personal servant that can run errands or deliver messages for you.
The cost of this Advantage determines the servants level of skill.
Silent - 3 pts
You are particularly adept and moving unnoticed and gain a +1 bonus to all Stealth draws
Scorpion may buy this for 2.
Strength of the Earth - 4 pts
You are naturally hardier and less affected by injuries.
Any Wound Penalties you suffer are reduced by 1
Bushi may buy this for 3.
Tactician - 5 pts
You are an expert at battle field tactics and maneuvers.
During the first round of a battle or skirmish, you may spend an action to allow all your allies to act before your opponents.
Lion and Bushi characters may buy this for 4.
Wealthy - Varies
You are wealthy even by Samurai standards.
Each point spent in this Advantage gives you 10 koku to be spent each session.
Crane, Unicorn, and Mantis pay 1 less for this Advantage.
Disadvantages
Bad Fortune: - 2 pts
Kharma has something unpleasant in store for you, perhaps you offended the Kami, or maybe you're just unlucky.
When you take this Disadvantage, choose one of the below drawbacks. You may only take this Disadvantage once.
- Secret Love - Another player character (you don't know who) is in love with you and will go to extreme lengths to sabotage your romantic interests. Your Secret Love will be arranged by the GMs.
- Disfigurement - You have a birthmark or obvious disfigurement that causes you to suffer a -1 penalty on all social draws.
- Evil Eye - You have one eye that's a different colour or otherwise looks unusual. People avoid looking you in the eye, and you suffer a -2 on all Social draws.
- Allergy - You are allergic to a common substance, such as silk, cotton, or sushi. When exposed to your allergy you suffer a rash or other discomfort that causes you penalties determined by the GMs.
- Lingering Misfortune - At some point in the future, the GM will make one crucial draw fail in the worst possible way.
- Unknown Enemy - Someone wants you dead. Your PC doesn’t know who it is.
- Yogo Curse - You are cursed to betray the one you love the most. Unlike the others this one is worth 3pts, and is worth 4 for Scorpion characters.
Bitter Betrothal - 3 pts
You are betrothed to someone you despise and it causes you all kinds of problems, from arguments over simple domestic tasks to political and bureaucratic disagreements.
Your betrothed must be another PC and they must also take this Disadvantage.
Whenever you attempt to cooperate with your betrothed in any task, you suffer a -3 penalty on all draws.
Blackmailed - Varies.
Someone knows one of your secrets and can use it to blackmail you.
Must be matched with another character's Blackmail Advantage.
The cost of this Disadvantage is equal to your status rank -1.
Brash - 4 pts
You are notoriously short tempered and likely to answer event he smallest slight with steel.
If you lose a social draw that your character is aware of or they are embarrassed in a social setting, you must make a Void + Draw (TN 10) to avoid drawing steel on the one who offended you.
Lion gain 5 points from this Disadvantage.
Can’t Lie - 2 pts
You are psychologically incapable of telling a lie or you have such an obvious tell that even a blind person can tell when you are lying.
Compulsion - Varies.
There is some activity in which you are helplessly compelled to partake. It could be something illegal or addictive, obnoxious or simply inconvenient.
Examples include indulging in sake or gambling, or simply visiting every temple you pass.
Whenever you are faced with an opportunity to indulge your compulsion, you must succeed in an Earth draw gainst a TN of 10 to resist the Compulsion.
The cost of this Disadvantage depends on its severity:
- Socially Acceptable: 1
- Socially Unacceptable: 2
- Illegal or Dishonourable: 3
The nature of your Compulsion must be approved by the GMs.
Consumed - Varies.
You are consumed by an aspect of Shourido, the dark reflection of Bushido.
- Control: You are so determined to control all around you that you can never give ground or admit when you are wrong. You cannot possess the Etiquette Skill and automatically fail all draws that use it. - 3 pts
- Determination: You are so determined to succeed on your own that you cannot accept help from others. You can’t spend Void Points to enhance draws - 4 pts
- Insight: You seek profound insight where there is none. Choose one of your School Skills. Any time you use it, you must first succeed in an Earth draw (TN 10) or get lost in reverie exploring this skill. You can be shaken from this trance by pain, loud noises, etc - 3 pts
- Knowledge: You are obsessed with gaining knowledge. Whenever you encounter some new topic or idea, no matter how trivial, you must succeed in an Earth draw (TN 11) or decide to study to the exclusion of all else. - 4 pts
- Perfection: You are obsessed with doing things perfectly. Whenever you undertake an activity, it takes longer than normal and actually succeeding is harder. All TNs are +1 for all checks. - 6 pts
- Strength: Raw physical power is the only way to defeat your foes and you neglect everything else. You suffer -1 to all Etiquette draws and -1 to your Defence TN. - 4 pts
- Will: You must always get your way and you have no respect for the opinion of others. You must spend a Void Point to help someone else (without being ordered to). - 3 pts.
Dark Secret - 5 pts
You possess a horrible secret that could lead to not only your downfall, but could bring down others in your family.
If it revealed, you will have to commit Seppuku, be executed, be hunted, or flee the Empire.
Doubt - 1 pts
Doubt clouds your judgement and lowers your aptitude with one of your skills.
Select one of your School Skills, you suffer a -1 penalty to all draws that use that Skill.
Driven - The Value of this Disadvantage is up to GM discretion (sell us what you think it is worth).
You are possessed by some goal and will sacrifice almost anything to accomplish it.
Elemental Imbalance - 6 pts
The Kami of your Affinity element favour you so strongly that sometimes they overpower your will and cause your spells to have unwanted results.
Whenever you cast a spell from your Affinity element, make a Void Ring draw at a TN of 10. If you fail this draw, the GMs will get creative with the spells effect.
Only Shugenja may take this Disadvantage.
Failure of Bushido - Varies.
You struggle to adhere to one of the tenants of Bushido and that gives you one of the following drawbacks:
- Compassion: You must spend a Void Point before you can act on behalf of someone of a lower caste or Status. - 2 pt
- Courage: You suffer a -1 penalty on all draws when facing an opponent of higher Glory or Status, or when facing a Shadowlands creature. - 3 pts
- Courtesy: Whenever you make a Social Skill draw to apologise or to avoid giving offense, you automatically fail if the target opposes you. - 3 pt
- Duty: The Intimidation and Temptation Skills may be used against you as if you were an NPC and you must accept the result. - 3 pt
- Honesty: All attempts to spread gossip about you automatically succeed. - 4 pt
- Honor: All Honor losses are doubled. - 3 pt
- Sincerity: All attempts to find out if you were the source of a rumor automatically succeed. Note, this negates the Baiushi Courtier school technique. - 2 pts
Gaijin Name - 1 pts
You have a foreign name which earns you some disdain from your peers.
During Social draws, if you pull a face card, it counts as a 1.
This Disadvantage is worth 2 points for Unicorn characters.
Greedy - 4 pts
Although Samurai are not meant to concern themselves with money, you cannot help but desire it.
You suffer a -2 penalty on all Social challenges to persuade or tempt you to pursue something you desire, and you can easily be bought of bribed.
Idealistic - 2 pts
You adhere very closely to the code of Bushido and sometimes have a naive view of the world.
If you see someone (in your opinion) breach the code of Bushido you must make a Earth draw against double your honor as the TN.
Failure means that you are compelled to point this out to others.
This Disadvantage is worth 3 for Lions.
Jealousy - 3 pts
You are obsessed with outperforming another character in order to prove you deserve all the things they have.
Select another PC to be the objects of your jealousy.
Lechery - 2 pts
The Temptation Skill works against you as if you were an NPC and you must accept the results of the draw.
Players may of course still choose to roleplay this out instead.
Low Pain Threshold - 2 pts
You are not very good at focusing while in pain.
Whenever you suffer Wound Penalties, they are increased by 1.
This Disadvantage is worth 3 for Bushi characters.
Obligation - Minor: 2 pts, Major: 4 pts
There is someone to whom you’re indebted or a significant duty you must perform.
When faced with your obligation, you must honour it, even if it will lead to your ruination.
Over-Confident - 2 pts
You lack the ability to recognise when you are outnumbered or outmatched and think you can deal with any situation.
When outnumbered or facing a superior opponent, either in battle or social negotiation, you must succeed in a Water draw against a TN equal to 2x you Honour in order to recognise the trouble you're in and withdraw from the situation.
This Disadvantage is worth 3 for Lion and Mantis.
Permanent Wound - 4 pts
At some point you suffered a terrible injury and it never fully healed, nor can it be healed by any known means.
You always have damage at least equal to your Earth Ring and suffer the -1 Wound Penalty that goes with it.
Healing can never remove that damage.
This Disadvantage is worth 6 for Bushi.
Phobia - 2 pts
You possess an irrational fear that you cannot overcome.
When confronted with the object of your phobia, you suffer a -1 penalty to all draws.
Your phobia must be a commonly occurring item, creature or situation.
Rumour-monger - 2 pts
You cannot resist the temptation to spread gossip, no matter how outlandish.
If you don’t give a rumor to the GMs every session you are at -1 on all draws for the next session.
Shadowlands Taint - Varies
You have been tainted by the Shadowlands, a darkness in your soul that will forever mark you as spiritually lost in the eyes of the Empire.
This Disadvantage may only be taken with GM approval, and they will determine its value and severity based on your concept.
Small - 1 pts
You are small in stature and strength and suffer a -1 penalty on all damage draws when making a melee attack.
This Disadvantage is worth 2 for Bushi.
Soft-Hearted - 1 pts
You cannot bare to see others suffer and must succeed at an Earth Ring draw (TN 10) when faced with a need to kill another human being.
If you fail, you cannot kill them. If you do kill another, you take a -2 to all your draws for the next day.
This Disadvantage is worth 2 for Phoenix.
Sworn Enemy - 3 pts
You have a sworn enemy who will go to great lengths to undermine you.
This can be combined with the Bad Fortune: Unknown Enemy Disadvantage to make them your Kharmic Nemesis.
When facing your Nemesis, you may not spend Void Points to oppose them in any way.
True Love - 2 pts
You have a true love and find it difficult to focus on your duties when they are about.
Choose a PC from another clan to be your love. Whenever you are in a position where you need to choose duty over love, you must spend a Void Point to do so, otherwise love wins out.
Unlucky - 2 pts
Fortune doesn't favour you and things often go against you.
Once per session, the GMs may force you to redraw and take the second draw.
Weakness - 4 pts
You have a weakness of some sort, either physical or mental.
One of your Rings is lower by 1.