This is a list of the advantages and disadvantages in Legendary.
Addiction 2/5/10
2 Going without a fix for five days causes minor effects (physical stats -1/-2, personality +/-1). If fix is not gotten in this time, apply moderate level if Health roll is failed. If successful, the character can go another 5 days. 10 consecutive successful rolls means the character has gone clean (periodic checks may be required by the GM until the disad is actually bought off).5 Not getting a fix for a day causes major effects (Physical stats -up to 3, personality +/-2. After this time, apply severe level if a Health roll at -5 is failed; otherwise, the character can go another day before making a check. 10 consecutive successful rolls means the addiction drops to mild level (the GM may require checks at -5 until the disad is bought down to mild level).
10 Not having a fix after 5 hours causes drastic effects (physical stats -up to 5, personality +/-5). If not restored, a failed Health roll at -10 indicates -5 HP, permanent -1 to a stat, or -1 to a trait. These rolls and their effects are cumulative until the character dies, gets a fix, or makes 10 consecutive successful rolls. If the rolls are made, reduce to moderate level (the GM may require periodic checks until the disad is bought down to moderate).
Allergy 2/5/10
2 Contact with allergen causes sneezing, coughing, swelling, watery eyes, itching, hives, etc (-15 to combat and skill rolls) if a Health roll is failed. The effects last for 15 minutes after the allergen is removed (reduce penalties by 1 for every minute) or until a salve is applied.
5 Allergen causes any effect from above....
Belief system 2/5/10
Bodily Impairment 2/5/10
Distinctive features 2/5/10
Enemy 2/5/10
Enmity 2/5/10
Equipment Only 2/5/10
half/fifth/none>>>after equipment bought
Habit 2/5/10
Mystery 2/5/10
Mystery disads are those that the character has, but doesn't know about. The values are decided by the player, but the actual disad that defines it is chosen by the GM.
Phobia 2/5/10
Psychosis 2/5/10
Quest 2/5/10
Secret 2/5/10
Sense Impairment 2/5/10
This disad is for characters that have lost some ability with a sense. Each level is -2, -5, -10 to that sense, respectively. That many points are then distributed as evenly as possible among the remaining senses.
Sense loss 2/5/10
This disad is for a sense's total lack of functioning. 2 points means one sense is lost (+2 to all other senses), 5 means 2 lost (+4 to all other senses), and 10 means 3 lost (+6 to all other senses).
Unluck 2/5/10
Unluck is that which makes things go not as the character wants them to. If the Gm decides it should be rolled, he may declare as such before the affected roll is made. If the roll is successful by the amount of unluck or less, the roll fails. The point value of unluck equals the percent it affects, or 1,2,3 on 3d10 rolls. Unluck also expands the critical failure percentage by as many percent, or 1,2,3 for 3d10 rolls. The GM may roll 1d10 at any time for determining non-roll based events: if the result is less than the amount of unluck, an undesirable event will follow.
Warrant 2/5/10
Advantages:
Ambidexterity -/5/-
Clergy 2/5/10
Must have Belief system (religion)
Contact 2/5/10
Enhanced Perception 2/5/10
not with sense impairment/loss; adds points value to sense according to stat cost table; per sense
Favor 2/5/10
Legal authority -/5/-
Base value for campaign--increses in play
Luck 2/5/10
Perfect memory -/5/-
Political power -/5/-
Base value for campaign--increses in play
Social rank -/5/-
Base value for campaign--increses in play
Wealth 2/5/10
Base amount for campaign *1.2/*1.5/*2