OP Cost: 2
XP Cost: Cannot Buy.
Effect: The character has an innate feel for which way is north(or out). This grants a +2 on any rolls involving direction, or to resist getting lost.
OP Cost: 2
XP Cost: Cannot Buy.
Effect: Choose one sense to apply this Advantage to, and the character gains a +2 to rolls involving that sense.
OP Cost: 5
XP Cost: 10
Effect: The character gains a +2 to notice hidden things or details that are not immediately obvious, and may also act even when surprised, taking his action last in the Surprise Phase.
OP Cost: 8
XP Cost: Cannot Buy.
Effect: The character favors neither hand, taking no penalty when using one or the other. This does not allow the character to take any extra actions, but does count as knowing the Off-Hand Technique for any prerequisites in his Fighting Style.
OP Cost: 5
XP Cost: Cannot Buy.
Effect: The character gains a +2 when attempting any action involving an animal, such as Riding. Also, the character may attempt to befriend any animal that is not actively hostile by making an opposed Will roll. The user has a -4 penalty to befriend a non-domesticated animal.
OP Cost: 2/lvl, up to 5 levels
XP Cost: Cannot Buy.
Effect: People find the character attractive. This grants a +1 per level to Charm and similar Skills when relating to the opposite sex, and a +1 per two full levels when dealing with the same sex. Fahael, Alec-nir, and Galar cannot take this Advantage.
OP Cost: 2/lvl, up to 5 levels
XP Cost: Cannot Buy.
Effect: The character is an ordained priest of Gaia. The Order of Gaia is still in its infancy, only growing more popular since the invasion, but is growing more recognized throughout the world. The character gains +1 per level to any rolls when relating to the Order or any sworn enemies of the Kurr'd-ah, such as most Valtans. He may seek shelter in any wayhouse run by the Order, though only fairly large towns and cities have these. He may also roll a die, adding his level of Clerical Status, to attempt to find shelter in a town without a wayhouse. The GM may impose penalties to this roll in particularly remote areas, but the character will normally succeed on a total of 10 or higher.
OP Cost: 10
XP Cost: Cannot Buy.
Effect: This ability notifies the character of imminent danger, through tell-tale signs like hair raising, a queasy feeling, etc. It is normally activated just before combat, allowing the player to take a normal Initiative roll during a Surprise Phase if he can roll a 7 or higher on one die. It also activates in the presence of very strong evil or powerful forces that intend harm to the character.
OP Cost: 5
XP Cost: Cannot Buy.
Effect: The character's limbs are far more flexible than normal, granting a +2 to any feats of maneuverability or escape, and two Bonus Dice to break a grapple in unarmed combat. The character has a +1 to his Parry when using Brawling against an unarmed foe.
OP Cost: 10
XP Cost: Cannot Buy.
Effect: The character has a natural ``feel'' for others, to the point of unconsciously understanding their emotional state. They gain a +4 to resist Fast Talk and Charm(unless the charmer is telling the truth!), and can make an opposed Perception roll versus the target's Will to discern a person's emotional state.
OP Cost: 2/lvl, up to 5 levels
XP Cost: 4/lvl
Effect: the character is faster than a normal member of his species. Each level adds an amount to the character's Base Move during certain Phases of a Round, according to the table below.
| Level | Phase 1 | Phase 2 | Phase 3 |
1 |
+0 | +0 | +1 |
| 2 | +0 | +1 | +1 |
| 3 | +1 | +1 | +1 |
| 4 | +1 | +2 | +1 |
| 5 | +1 | +2 | +2 |
OP Cost: 1/pt
XP Cost: 2/pt
Effect: Each point adds a point of Fatigue to the character's maximum.
OP Cost: 10/pt
XP Cost: See XP section, page
.
Effect: The character gains one extra Gaia Point each time this advantage is purchased.
OP Cost: 10
XP Cost: 20
Effect: The character may use some of the extra Wound Points on the sheet. Each time this Advantage is purchased, another Wound Point is added in the Wound Level of the player's choice.
OP Cost: 1/pt
XP Cost: Cannot Buy.
Effect: Each point gives the character another Equipment Point to purchase items with.
OP Cost: 2/lvl, up to 5 levels
XP Cost: Cannot Buy.
Effect: Through various international accords, the character is the holder of a license to dispense justice. Exactly how much power they have varies, but in general they gain +1 per level to legal interactions when in their own country, and +1 per 2 levels when travelling abroad. A table of benefits is below.
| Level | Benefit |
1 |
Travel papers to move freely between country borders. Examples: Licensed bounty hunter, Soluman Venatar. |
| 2 | Limited accusatory powers in foreign countries, may make arrests within home country. |
| 3 | Recognized representative of home country, may arrest citizens of other countries for trial. May dispense justice in home country. |
| 4 | May arrest and hold citizens of any country, and attempt to press charges. Requests for legal permission in home country granted almost immediately. |
| 5 | Limited diplomatic immunity, extradition powers. License to kill in home country. |
OP Cost: 10
XP Cost: Cannot Buy.
Effect: The character's hardiness is exceptional, allowing him to make two Healing rolls a day.
OP Cost: 5/lvl, up to 5 levels
XP Cost: Cannot Buy.
Effect: The character is of noble birth, or hold some honor that is highly valued within his own country. Each level grants a +1 to social interactions with commoners who recognize the character's Status(most criminals and ruffians will not) and a +1 to Heraldry rolls within the character's home country. The character also has a level of Legal Power equal to his Status.
Note that high levels of Status lead to a much more political game, and players should consult with the Game Master before purchasing levels above 2. Players wishing to be ``true'' nobility may take a level of Status one lower than the one they wish to be, and play the son or daughter of a noble, as the next in line is usually considered to be one rank lower than the father until coming into their inheritance.
| Level | Equivalent |
| 1 | Knight or honored personage |
| 2 | Baron |
| 3 | Landed Baron |
| 4 | Viscount |
| 5 | Earl |