As part of the creation of your character you will need to choose at least one of the Advantages from the cunningly crafted list, but more is also possible. Just remember - the more cool stuff you want, the more suffering you'll need to pay for it. You must have one Drawback for each of the Advantages you take from here, and you must take at least one advantage.
Attractive
You are physically attractive. It can occasionally help with interactions, although sometimes it can bring unwanted attention. Effect - Add a +10 to social interactions with those that find you attractive. If you roll a 100 while using this trait the target may become obsessed |
Extrovert
You are the life of the party, the one who feeds on social energy. The more people around you the better you perform.. Effect - Choose one Attribute. Your gain an additional 1 to that Attribute for every ally you have within 5 meters. |
Family Heirloom
You own something that's been handed down in your family, something to give you a bit of an edge... Effect - Choose one weapon or set of armour you own. The applicable talent with that weapon or armour always counts as being one higher - but only when using that weapon or armour. Fearless
You've lived in such a way that fear has at best a light grip on you. You can face horrors others run screaming from...with luck. Effect - On any effects that would negatively impact you due to fear you can roll twice and take the better result. |
Friendly Eyes and Ears
You know some people who know some people. You hear things. Effect -Spend half your current Luck to locate one item that can be bought, once per day, or one person who isn't hiding. You must spend all your Luck and make a successful Fellowship roll to find a unique item or a person who is hiding. The GM can veto this effect working, but if so the effect is not used and the Luck not spent. |
Foresight
Somehow, you have a touch of Foresight in you. Not much, but enough to keep you out of trouble...sometimes. Effect - Once a day you can choose to use one of the following effects - Spend 2 points of luck to negate a successful attack or spell, but only on yourself. - If ambushed, act before anyone else - even the ambushers. |
Guardian
Defending others is something you're gifted at. Whether a trained bodyguard or simply naturally inclined you're fast at providing cover. Effect -When using the Defend action add +1 to your armour. |
Hard to Kill
You've survived bullets, knives and occasionally explosives. For some reason it hasn't killed you off...yet. Effect - Once per session, no matter how much damage is inflicted in a single attack your HP is reduced to 1. |
Introvert
You prefer quiet and social situations can be draining, but you maintain your calm and focus when alone. Effect - Gain +5 to your attributes on any task you are attempting alone. |
Nobleborn
You have the blood of nobility in you. This may not be traditional royalty, but it is widely acknowledged. Effect - Add +10 to social interactions when your title might impress others. |
Organizational Ties
You have a connection to a large, powerful organization, even if you aren't exactly a member. It's still good to call in the occasional favour. Effect - Once per session you can call in a minor favour - getting a loan of some equipment, some information or access somewhere you shouldn't, depending on what makes sense for the organization in question. Asking too much might end up causing problems... |
Outlandish
You wear bright colours, masks and strange hairstyles. You are always the centre of attention. And you know how to use it. Special - You can spend 5 Luck to draw all eyes to you. Your gain a +10 boost to your fellowship for one minute - and your allies gain a +10 bonus to Stealth. |
Quick Draw
You're faster than most when it comes to drawing a weapon. Sometimes that can be a useful trick. Effect - Drawing, holstering and swapping a weapon all cost one AP less than normal. Prodigy
You are exceptionally skilled in one area, Effect - Select one Attribute. That Attribute can be as high as 55 when starting, although this talent only raises the cap on the attribute - you must spend points or roll high enough to take advantage of this. |
Lucky
You've always been that little bit lucky, a little bit favoured by lady luck. It's not something you can always rely on, but every once in a while... Effect - Gain an additional Luck point per level. |
Refined
You are socially gifted, either educated or simply gifted in choosing the right words at the right time for the best outcome. Effect - You gain a +10 to social interactions to positively affect someone's disposition, such as trying to convince them you're trustworthy or negotiate. |
Rich As Sin
You have a wealthy backer. Maybe it's someone who sees something special in you. Maybe it's your dad. But somehow you always have cash on hand to get the best of what you need. Effect - Gain an additional 200 silver pieces at character creation, and at each level up receive an additional sum equal to your level x 200. Special: You cannot take the 'Poor as Dirt' drawback with this. |
Sharp Senses
One (or more) of your senses are unusually sharp. Effect - When you use Perception-based skills that involve your chosen sense (usually sight or hearing, but others are applicable too) you get a +5 bonus to the test. Special - You can take this advantage once for each sense. It does not stack if multiple senses could be used. |
The Multiple Realities of You
You've long since prepared for the day when you need to run. You have the identification, documents, mannerisms - even the home - of another identity that you can swap with your own at a moment's notice. Effect - You can, at a moment's notice, discard your current identity and switch to another, throwing off enemies and pursuers...although if the problem is from a drawback the reprieve is only temporary. Once used you will need to spend at least 5000 sp to establish a new identity. |