Advantages:
- [Racial] Bishy: (250) A sparkling smile, long hair, beautiful eyes, and perfect curves are usually considered sexy, and your character--male or female--has them all. Even if you're changed to another race, it still looks good on you. People pay more attention to a Bishy character (though it's hard to tell if this is a good or a bad thing at times) and you can get weak-willed people to do your bidding in the hopes of getting a single date with you. Characters who are Bishy get +2 to all personality rolls made to Infatuate.
- Honey-Voiced: (500) As long as your Personality is 10 or higher, you may re-roll and add dice in your Personality checks that come up as their second-highest or highest number.
- Eagle-Eyed: (500) As long as your Accuracy is 10 or higher, you may re-roll and add dice in your Accuracy checks that come up as their second-highest or highest number.
- Elemental Affinity: Fire (500) Your character knows the secrets behind one of the elements. You gain a +1 to cast any spells of that element, and the spells cost 2 MP less, down to a minimum of 1. You cannot have two elemental affinities for opposite elements. You cannot have an elemental affinity for an element you have the Elemental Specialization for.
- Magical Prodigy: (500) Your character is a natural at casting spells. All time to learn any spells is cut by 25% and you gain a +1 to cast any spells. You may take this advantage multiple times to reduce difficulties another 1(but not the learning time), but each time you take this advantage it costs 500 more.
Disadvantages:
- [Racial] Obsession: Those more attractive than them - (250) Your character has an unhealthy obsession with a particular item, person, or so on. You will do whatever it takes to get that item, and when it’s within your sight range, you’re at –1 to ALL rolls due to distraction.
- Needed Environment: (Chocolate) (500) Your character doesn't need the same nutrients that humans do, though they might need that as well. With this disadvantage, you have some other relatively constant thing necessary for your life energy, and it's possible that you can't always find that source. An android powered almost exclusively by solar energy, for example, would have this disadvantage, as would a mermaid who needs to be in water most of the time. Whenever you are away from your energy source for more than an hour, your MP begins to drain, at a rate of 10% an hour. You do not recharge MP as normal until you are back in the presence of your power source.
- Curious: (250) Everything’s a mystery to your character, and you can’t resist a mystery. Any unexplained phenomenon, mysterious happenings, or weird goings-on are forefront on your character’s mind, and they have an insatiable urge to hunt the truth. Your character must make an intelligence roll of at least 9, or higher if the GM deems it, to resist searching out the truth behind a situation that intrigues them.
- Phobia: Angelic Protectorate (750) Your character is afraid of something and will do anything in their power to stay away from it, freaking out if they are unable to do so. The cost of this disadvantage depends on the likelihood of the character encountering the object of their phobia. Extremely common situations or objects, like water, open spaces, or meeting new people make the disadvantage worth 750 XP. Relatively uncommon situations, like public speaking, extreme heights, dogs, spiders, or failure are worth 500 XP. Downright rare situations, like being trapped in a well, fighting a gang of nekos in your underwear, or being tied to a flagpole hanging off a skyscraper are worth 250 XP. Whenever the character encounters the object of their phobia, they will have to make a Personality or Intelligence roll of at least 5(more if the GM determines that it's more potent for some reason) to directly deal with it. A roll of 1 means your character flees as quickly as possible. Even if they manage to make their willpower roll(or have no choice about being subjected to the phobia), they have a penalty of -2 to all their rolls while they're in the presence of the object of their phobia.
- Superstitious: Holy Items (250) Black cats, broken mirrors, and ladders are to be avoided at all costs, stay away from the number thirteen, and hope the owls don’t hoot at you. Everything has some sort of supernatural double-meaning to you, and most of the items you come into contact with tend to represent something that can cause bad luck or something to deter it for a few precious minutes. Never mind that magic’s real here, there are still forces of nature that will stop at nothing to get your character.
- Substance Weakness: Holy Water (250) Your character takes extra damage when hit by a particular substance. If they are hit by a weapon or ammunition composed at least partially of the substance your character is weak to, you do not roll your defense as part of your soak roll. The value of the disadvantage is determined by the rarity of the substance. 250: Extremely Rare, 500: Relatively Rare, 750: Uncommon, 1000: Extremely common.
Racial Abilities:
Pheromones +X: Every day, the Succubus gets a bonus to pheromones equal to +X. They may distribute
that bonus to any infatuation attempts made to make targets during the day.
Drain MP X: Once per day, a Succubus may instruct a charmed male target to allow her to drain his MP.
The target must be willing, or the Succubus must have successfully made an infatuation attempt on the
target. The drain action takes two hand actions from the Succubus, and the MP amount in the power is
removed from the target and restored to the Succubus, up to the Succubus’s max MP. If the target does
not have all the MP, then they are put into negatives. The Succubus cannot put a target at farther than
-10, and if the victim is short the MP by more than 10, the Succubus recovers the target’s total MP +10.
Mage Abilities:
Spells X MP(Any):Mages can cast spells costing up to X MP.
Restrictions: None. Mages can learn and cast any spell, and can summon normally.
Casting Cost: None. Mages cast spells for free.
Spell Alterations: Again, none. Mages cast spells in their most pure form.
Casting Actions/Stat/Skill: One hand action and one talk action. Mages may use their Magic skill with either their Personality or Intelligence stat to overcome the casting difficulty of the spell.
Learning spells: Mages know all of the spells in their spellbook, and the time it takes the mage to write the spell in their book is equal to the MP cost of the spell in minutes. They must take the time to write the spell down in their spellbook before they have truly learned it, though they may cast spells that are written down somewhere else as long as they can see them. If this is a textbook or teacher's blackboard, there is no penalty for casting, but if it is another spellbook, there is a -5 penalty to cast these spells as the mage must wade through the other writer's handwriting. Mages need not keep their spellbooks on them, but if they can see the spell in their book, they get a +3 bonus to casting it. Remember that holding a spellbook up takes a hand action, and even if the spellbook's held up some other way, it takes a hand action to turn the page if the mage chooses to cast another spell. Mages can also learn spells from scrolls bought at magic stores located throughout the city. These scrolls have a cost equal to the spell’s listed cost.
Improv Boost +X MP: When a mage casts a spell, they can tweak it in order to cast it more effectively. Using the Spell Boost charts at the beginning of the chapter, they may add any boosts to a spell when they cast it, so long as its new MP cost is equal to its original cost +X or less. When they cast the spell, the mage pays the original MP cost, not the new MP cost. The mage may not take any boosts that lower the MP cost when they create spells on this fly in this fashion. This ability only works when the mage casts the original version of the spell as written in the book, rather than versions altered with the spell boosts.