Advantages

Adventurers are exceptional and in ways their Skills and Feats may not completely reflect. Taking an Advantage gives your character something that is not available any other way that helps make them special and distinctive. This is, for example, the only way to create a spellcasting character.

You do not have to take a Advantage. Only take one if it makes sense.

Taking a Advantage may only be done during character creation and if you take one you must also take a Disadvantage.

NOTE: A Human character with the "Advantaged" feature may take a second Advantage but must then take a second Disadvantage. 

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Caster (Advantage) Your character gains the Magic Skill, which has a Skill Rank of 0 unless you assign it a better one during the Assign Skills step. You will need to define your character’s Tradition (which is explained in the Magic chapter) and if you want to be able to do more than use your Magic Skill to activate certain magic items (such as Scrolls) you will need to take one of the "Form" Feats from the Magic Feats section.

Chosen (Pantheist - Humans Only, Elder Gods - Heathlanders Only): Your character is a favorite of one of the Gods (choose which one). All they know is priests saw an omen on the day of their birth and that they have always felt an affinity to the God that favors them. The Enemy Disadvantage is often taken to offset this Trait (the followers of their God’s enemies are their enemies as well). They will forever be subject to divine machinations. If a Chosen character takes a Mortal Wound they vanish and reappear the next dawn in a nearby temple, fully healed. When this happens you will need to play a Support character for the rest of the session, so it can be good idea to have one ready (have an alternate costume and work with the Staff to have an alternate badge available).

Epic Agility (Advantage) You begin with the Agility Skill at Rank 3 (which does not count against your initial allotment). In addition, you may automatically succeed in any Agility test with a Difficulty of less than 9.

Epic Endurance (Advantage) You begin with the Endurance Skill at Rank 3 (which does not count against your initial allotment). In addition, you may automatically succeed in any Endurance test with a Difficulty of less than 9.

Epic Resolve (Advantage) You begin with the Resolve Skill at Rank 3 (which does not count against your initial allotment). In addition, you may automatically succeed in any Resolve test with a Difficulty of less than 9.

Fated (Advantage) Your character has a destiny. What it is and how much they initially know about it is up to you. You may choose to leave it entirely in the hands of the staff. This isn’t necessarily an advantage as such (often quite the opposite) but will be heroic.

Hierloom (Advantage) Your character inherited a magical item. Work with the staff to decide what it is and what it does. You can use the items in the Magic Item section in this guide for inspiration.

Highborn (Humans Only): Your character is part of a noble family. Work with the staff to decide what family and how highly placed they are but whatever the situation is, they would have to have the freedom to be an adventurer. The word “Highborn” will be added to your badge. Depending on where you are, being Highborn may bestow social and legal advantages. 

Kin (Humans Only): Your character was either raised by another race or has someone of that race in their bloodline. You are still human but get the Feat for the appropriate racial language and you will have access to one Heroic Feat normally limited to members of that race (you don’t get it now but will be able to choose one with experience). If you have the blood of another race in your line you may have physical features of that race (a half elf may have pointed ears, someone with a dwarven ancestor may have an unusually magnificent beard - that kind of thing).

Lucky (Advantage) When rolling three dice to make a test and two of those dice roll a matching value (doubles) both dice get a +1 bonus. If all three dice match (triples) all dice get a +2 bonus. If you re-roll a die or dice so they are no longer matching the bonus is lost and the bonus does not apply to dice that match after a re-roll (only the first roll is considered).

Patron (Advantage) Your character has an influential person or organization watching out for them. Work with the staff to decide who or what it is. Their Patron can help them in a variety of ways but typically during between time between sessions.

Skilled - Athletic (Advantage) You begin with the Athletics Skill at Rank 3 (which does not count against your initial allotment). In addition if you take any of the following Feats as an Advance at any point you may take 2 instead of the 1 you paid for - Climbing, Jumping, Riding, Running, Strength, Swimming.

Skilled - Educated (Advantage) You begin with the Lore Skill at Rank 3 (which does not count against your initial allotment). In addition if you take any of the following Feats as an Advance at any point you may take 2 instead of the 1 you paid for - Arcana, History, Legends, Medicine, Religion, Strategy.

Skilled - Influential (Advantage) You begin with the Influence Skill at Rank 3 (which does not count against your initial allotment). In addition if you take any of these Feats as an Advance at any point you may take 2 instead of the 1 you paid for - Deceive, Intimidate, Lead, Perform, Persuade, Teach.

Skilled - Perceptive (Advantage) You begin with the Perception Skill at Rank 3 (which does not count against your initial allotment). In addition if you take any of the following Feats as an Advance at any point you may take 2 instead of the 1 you paid for - Awareness, Insight, Notice, Search, Sense, Wake.

Skilled - Polyglot (Advantage) You begin with the Linguist Skill at Rank 3 (which does not count against your initial allotment). In addition if you take any of the following Feats as an Advance at any point you may take 2 instead of the 1 you paid for - Aeorul, Cerul, Gharj, Infernal, Jae, Oha, Pomkifon, Sign, Skurn, Telktar.

Skilled - Stealthy (Advantage) You begin with the Stealth Skill at Rank 3 and one of the following Feats (which does not count against your initial allotment). In addition if you take any of the following Feats as an Advance at any point you may take 2 instead of the 1 you paid for - Conceal, Skulk, Sleight, Sneak.

Skilled - Tinkerer (Advantage) You begin with the Tinker Skill at Rank 3 and one of the following Feats (which does not count against your initial allotment). In addition if you take any of the following Feats as an Advance at any point you may take 2 instead of the 1 you paid for - Build, Crack, Disarm, Repair.

Skilled - Warden (Advantage) You begin with the Pathfinder Skill at Rank 3 and one of the following Feats (which does not count against your initial allotment). In addition if you take any of the following Feats as an Advance at any point you may take 2 instead of the 1 you paid for - Beastmastery, Guide, Nature, Scout, Survival, Tracking.

Stunning (Advantage) Your character is exceptionally attractive (add the word Stunning to their name tag). They will tend to get attention wherever they go and people will tend to react positively unless they have a reason not to and will want to impress them. When on Expedition, you get an extra re-roll for any test for which someones attractiveness could possibly play a role (social skills are never tested in the Live Action area).

Wealthy (Advantage) Your character has an inexhaustible source of income that gives you a base starting gold of 10 instead of the usual 2 (20 if you also have Highborn or Patron). It is up to you to work with the staff to decide the what the source is.

Veteran (Advantage) Your character is more experienced than most starting characters (and likely a bit older). During character creation instead of one Skill at Rank 3, two at Rank 2 and three are Rank 1 they may take one Skill at Rank 4, one at Rank 3, three at Rank 2 and two at Rank 1. They may also begin with three Feats instead of the usual two and one of these may be a standard Feat (it need not be taken from the Base list).