Advantages, Disadvantages and Gear

Generally Advantages and Disadvantages increase or reduce successes whereas gear adds extra dice when used. There is a below with a list of advantages and disadvantages. You may take any as a minor aspect of you character, a Quirk, for no cost to add some flavour and description to your character.  

Advantages

An advantage is anything beneficial that is not common. It could be physical (strong, fast, double jointed, beautiful, quiet movement, great night vision, or tough), mental (smart, good with languages, great memory, or strong willed), supernatural (turn into a werewolf, be resistant to magic or psionics), special background (elite training techniques, hiddenknowledge), or social (organizational rank, wealthy, charismatic, or some other status).   Normally for one level you get something that will add a success to a specific activity. The more general or helpful the activitiy the more each level in that advantage will cost.   Beyond one level in an advantage is general inhuman, and three levels is superhuman. Inhuman, or an advantage that is marked R for Resreicted, is not be allowed without a specfic GM agreed background to enable it. To get level 3 you must already have level 1 and 2.  

Disadvantages

These are basically the same as advantages except that they reduce the impact or add complications for a task. You generally cannot get more points from disadvantages than you start with, however you can gain or buy off disadvantages during the game.  

Gear

Gear is special equipment that enhances something you do with it. It could be magic, superior quality, emotionally significant or something else. It typically gives an extra dice to a pool when used, though some gear may have other affects. The cost is generally less than for Advantages because the use is more limited to that item rather than a skill or ability.   Gear Examples
  • Well made soft boots (+1 dice for quiet stealthing)
  • High quality steel sword (+1 dice for sharpness and balance)
  • Magical Shield (+1 to blocking as its guided to to help you)
  • Alchemical potion of strength (extra dice for anything strength will help, say fighting or athletics)
  • Circlet of psychometry (allows access to that psionic power)
  • Magical sword (+1 to damage as it magically sharp and cuts more easily through anything)
   

List of Advantages and Disadvanatges

                                                                         
AdvantageCostRDescriptionType
Alertness 3 All you senses are unusually acute/poor. Add a success to any notice. Senses
Sense 1 One sense is unusually acute/poor. Adda. success to on sense for notice. Senses
Ally 2 You have someone that helps/opposes you in some direct way. Levels indicate their loyalty and usefulness. Social
Null 2 You are hard/easy to affect by either magic or psionics. Reduce any use of that ability on you by a success. Additional levels can expand range or strength of affect. Magic or Psionics
Wesen V R You have special features from a supernatural bloodline. Varies. Physical
Attractive 3 You are beautiful/hansome/plain/ugly that add a success to many social interactions. Social
Charisma 3 You have presence/shyness that adds a success to many social interactions. Social
Competent 2 You exude an air of knowledge and capability/incompetence. +1S to relevant social interaction. Social
Nightvision 2 You can see well/poorly in low light reducing the difficulty to notice or target by one level. Senses
Criminal 3 You have a criminal record, did some time, and have several dubious contacts. Social
Coordinated 4 Your movements are clean and controlled/eratic. +1S to non-strength physical tasks. Physical
Quick 4 You react quickly/slowly so get an extra foci and typically act first/last. Physical
Strong 3 You get +1S to strength based tasks and fight damage. Physical
Tough 3 You have an extra mental or physical injury track. Physical
Intuitive 3 You are good/poor at figuring things out so +1S to those tasks. Mental
Memory 4 You have an excellent/poor memory so +1S to knowledge and profession tasks. Mental
Intimidating 2 You are intense/overlooked so +1S to provoke or be not messed with. Social
Innocent 3 You have an honest/guilty face that gives you +1S to to persuate or decieve. Social
Legal 3 You have legal enforcement powers and associated status. 1: constable, 2: investigator, 3: judge. Social
Status 2 You have standing in society. -2 slave or untouchable, -1 poor, 1 landowner/successful tradesman, 2 known entertainer/business owner/sucessful professional, 3 noble or celebrity, 4 powerful noble/minor royalty. This affects how others view and respond to you. Social
Rank 2 Your rank in an organization such as religious/military/academic affects how others view and respond to you. Social
Patron 2 You are supported/opposed by a power person/organization in terms of status or money. Social
Phobia 2 You are so affraid of something you avoid it or -1S to perform tasks in its presence. Mental
Secret 2 You actively hide something that others would react -1S to you if they new. Social
Strong Will 3 You are hard/easy to influence. -1S to manipulate you. Mental
Trained 3 You have special training that gives you +1S in a specific use of a skill. Skill
Vow 2 You undertake to do/not do something significant. Value depends on impact. Social
Addiction 2 You must/must not do something or suffer consequences. Value depends on cost, legality, impact. Varies
Focused 3 You work hard/lazy so get +1S to complete a task quickly or well. Mental
Truthful 3 You find it hard to lie/be honest. The difficulty impacts the cost. Mental
Habit 2 You have a habit that impresses/is odious to others for +1S in their reaction to you. Well groomed, happy, gracious, thoughful, careful, generous. Social
Sensitive 2 You are acutely aware/oblivious as to how people react to you. +1S for empathy or relevant notice checks. Sense
Insanity 4 You behave in an irrational manner which both impacts how you act and if know -1S bythough who know. Mental
Deformity 4 You are missing/broken/deformed body part. Level is based on impact. One eye/hand/leg, maimed. Physical
Advantages for Magic and Psionics  
Advantage Cost R Description Type
Subtle 2 Can be taken for sommatic, verbal or concentration. Ability
Quick 2 Reduces time to cast by 1 foci (f) Ability
Distant 2 Doubles range Ability
Strong 2 adds a success or doubles size/weight affected Ability
   
Advantage Cost R Description Type
Brawler 2 Fight
Defensive 2 Parry or shield reduces damage by 1 Fight
Disarm 2 No die drop to make opponent drop an item (fight or athletics vs same)  Fight
Fast Draw 2 You draw a weapon or item 1f (foci) quicker. Fight
Fast Load 2 You reload one f (foci) quicker Shoot
Feint 2 Use provoke vs empathy for extra damage Fight
Sniper 2 Halve effective range if braced. Shoot
Trip 2 No die drop to trip opponent (fight or athletics vs same) Fight
Footwork 2 Easily change distance between cose and adjacent. Fight
Target 2 Choose a hit location for extra affect. Shoot