Advantages

Absolute Direction
2 point (1 point for Characters from Leyden)

This character never gets lost. He adds two dice to any rolls involving direction, mapping, or finding his way out of a dungeon.

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Aeromancer
4 points

You have a symbiotic relationship with the wind and sometimes it acts on your behalf. When you win Initiative, and you cast an Air Spell, you get one free raise on that Spell.

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Ambidextrous
3 points

This character strikes flawlessly with two weapons at once. If you wield a small weapon in your off-hand, you may ignore the off-hand weapon penalty to attack rolls. In addition, when you attack with your main hand, and use the Extra Attack maneuver to make a second attack with your off hand, you get a free raise to that roll.

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Barrage
5 Points

Your constant flurry of blows and feints makes it especially difficult for opponents to land tricky maneuvers against you. In combat, while you wield a weapon in each hand, Maneuvers that target you cost 1 additional raise.

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Blessed
3 points (2 points for Characters from Bercia)

People are attracted to you. It may be your looks or your charm, or it may be both. You just have that certain "something." Whenever you make a roll involving persuasion, keep an additional die (two if they are attracted to you already).

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Clear Thinker
3 points (2 points for Characters from Mesanct)

It isn't easy to trick you. Whenever another character tries to confuse, befuddle, or lie to you, add 10 to their TN.

line.

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Crafty
3 points

Quite simply, you are very good at being bad. You are considered to have at least one Rank in all Low skills, even skills for which you have not yet purchased a Rank. If, however, you wish to buy a Low skill you do not have, you must purchase Rank 1 with Experience Points as normal.

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Favored by the Spirits
4, 6, 8, 10 or 12 Points.

Maybe it is a heritage, maybe you are blessed, but something in you resonates with the hidden magic that infuses the world.

Choose Air Magic, Earth Magic, Fate Magic, Fire Magic or Water Magic. You now have access to the coresponding Magic Skill and can buy Ranks in said skill. Everytime you buy a new Rank in this advantage you unlock a new type of magic you can cast.

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Geomancer
4 points

You are infused with the resolve of the mountain and whenever you channel it's power you are invigorated. When you are affected by a Condition and you cast an Earth Spell, you may immediately attempt to suppress or recover from this Condition. This is only applicable for conditions that can normally be recovered from or suppressed in the Reaction Stage. This is an additional attempt, and does not affect your normal attempt in the Reaction Stage.

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Hands of Stone
4 points

You have trained your body to be a weapon should your blade falter. In bare-handed combat, you ignore Cushion return damage.

''Normally a character that strikes an armored opponent with his fists, takes Return damage if the armor has Cushion. The amount of Return damage a character take is equal to the amount of damage the armor's Cushion negates from the attack. ''

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Heartless
4 points (3 points for Characters from Gloorim)

All attempts to woo or sway your heart to pleas of compassion, love, or courtesy fall on deaf ears. Any appeal to your heart shall find it made of stone. Skills used with Awareness in such an attempt need to raise twice in order to be successful. Also, you have 2 Sanity Points extra per Stress Rank.

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Hedgemage
3 points

You have mastered magic without any training. As long as you have no skill points in any magic skill (Air Magic, Earth Magic, Fate Magic, Fire Magic and Water Magic) you treat all spellcasting rolls as if you had 1 rank in the appropriate magic skill.

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Hydromancer
4 points

When the world is dry and bereft of moisture, you can draw out magical power from the ocean within. Before casting a spell, you can perform a painful bloodletting reducing your Hit Points by your Earth x 3 and then regain 1 Water Mana. The bloodletting takes no action and the reduction in Hit Points happens after the spell is cast.

Being one with the ocean has it's downside. You cannot cast Fire Magic and can never have Fire Mana.

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Irreproachable
1 point

You are devoted to your word. For each point you spend on this advantage, you add +5 TN to your ability to resist seduction and bribery attempts, to a maximum of +15 TN. You may not purchase Greed or Lechery.

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Magic Resistance
3, 7, or 12 points

For some reason or another, you are highly resistant to spell effects. For every Rank you buy in Magic Resistance spells that target you add 5 to their Cast TN.

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Observant
4 points (3 points for Characters from Kothin)

You have seen all tricks in the book and have developed a sixth sense i combat. When determining Initiative you may keep an additional dice.

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Perfect Balance
2 points

You roll an additional die whenever performing actions involving balance.

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Perfect Stance
3 points

Your adaptable swordplay transcends orthodox principles. When you change Technique, your previous Technique remains active, until the beginning of the next round. During that time you must be wielding a medium weapon in two hands, or in one hand while having your off-hand free.

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Pyromancer
4 points

The fire is alive and hungers for magical nourishment. Before casting a spell, you can consume a wielded Catalyst reducing its Durability by 1k1 and then gain 1 Fire Mana. The consumation takes no action and the reduction in Durability happens after the spell is cast.

Being one with the flame has it's downside. You cannot cast Water Magic and can never have Water Mana.

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Quick Healer
4 points

When you are Moderately Injured, you recover Hit Points as if you were Lightly Injured.

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Read Lips
2 points

With a successful Perception roll, you can read the lips of anyone you can see.

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Resolve
3, 5 and 7 points

You can face down the most terrifying opposition without a flinch. Impossible odds is great odds. Nothing makes you back down. For every rank you buy in Resolve you treat Fear 1 rank lower.

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Sage
2 points

Books and knowledge are nearly as important to you as food and water. It is well known you are a seeker of wisdom and words, and many come to you when they want to know about the past and present. All Lore and History rolls you make roll and keep one additional die.

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Sanctified
4 points (3 points for characters from Mesanct)

You have bathed in the hallowed waters of Mesanct, been anointed, or maybe you have an unparalleled devotion to the Church of Fate. This means that you reduce all Taint damage by 3.

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Savage
4 points (3 points for characters from The Cays)

Your bloodline hails from the savage tribes of The Cays. You are massive in size and naturally resilient to injuries. However, you lack a certain finesse so common in other people and is often frowned upon. A Savage character has an inherent Cushion of +1. But dice rolls on Social Skills below 5 are discarded.

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Serene
4 points (Matussalin characters may not purchase this advantage)

You have the ability to remain neutral - even level-headed - regardless of your inner emotional state. You ignore any comments designed to taunt you or make you react. This means that all attempts to provoke you or goad you are made with a +10 TN. Also, during Duels, you may raise a number of times up to your Fate + 1.

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Shield Master
5 Points

Nothing gets past your shield. When you are hit in combat, and the enemy's damage roll explodes, you may opt to circumvent all the damage dealt from the extra dices rolled, unto your shield. For example if a exploded damage dice becomes 17, the shield takes 7 damage.

The shield does not have Resistance against that damage. If the shield is Shattered by the damage roll, you take the remaining damage yourself.

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Silent
3 points

Although unpleasant, the harsh realities of life sometimes result in beneficial side effects. The character rolls one extra die on Stealth tests.

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Social Position
5 points

A character who has Social Position is regarded as if their Glory is 1 higher than what it really is. This can stem from being closely related to a lord (or the King himself), or possibly from having a great omen appear when you were born, etc. The player should note exactly how this advantage is gained.

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Steady
2, 4, or 6 points

Perhaps you are a bannerman, perhaps you have lived your life on a ship, no matter the case, you have an unparalleled posture. For every 2 points spent on Steady you get +1 Poise.

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Steel Grasp
2 points

You have a familiarity with many forms of weapons, and can wield most of them with some degree of effectiveness. You fight with any weapons you do not have a skill ranking in as if you had a skill Ranking of 1. This is not a "substitute" for regular skill Ranks, and all weapons skills must still be purchased as normal. Example: Varion Irodasi has the Steel Grasp advantage, a Sword Skill rank of 3, and no Axe Skill ranks. He fights as if he had a Sword Skill rank 3 and an Axe Skill rank 1. If he purchases Axe Skill through experience, he will still fight as if he had Axe Skill rank 1.

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Strength of the Earth
3, 5 or 7 points

You have a tremendous fortitude that lets you ignore the pain and injuries when you must succeed. When you spend a Fate point to ignore the penalties from Wound Ranks for a round, you instead gain the benefit for one extra round per rank you buy in this advantage.

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Unfazeable
4 points (3 points for Characters from Iros)

Maybe you experienced something horrific as a child, maybe you are a war veteran, or perhaps you are merely blessed with stress resistance. When you take Sanity damage you may reduce that damage by 3 points.

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Voice
2 points

A character with Voice rolls 1 additional die for any rolls involving speaking.

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Wide Berth
5 Points

Your swings have such power behind them enemies are kept at bay. While wielding a Heavy weapon, you may add your Strength to your ATN.