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Advantages
 
Advantages:

Advantages are a broad category of abilities that give your character an edge that others might not have. Advantages may only be purchased at character creation.

Adept (10 CP): This skill allows a character to purchase adept skills of a particular type. When this trait is purchased, you must select the of adept to become (see Chapter 4 for more information). The corresponding adept abilities are henceforth available for purchase at any time. Note that you may only learn a maximum of 4 adept abilities from your chosen type.

Enhanced Body (12 CP): This traits gives you all the abilities attainable from the Enhanced Sense trait.

Enhanced Sense: This trait gives you an enhanced sense of your choosing. Each sense must be purchased separately.

Sight (2 CP): Enhanced sight allows you to see details of creatures that are a long distance away. Use of this skill is governed by a marshal.
Smell (2 CP): Enhanced smell allows you to identify if food or drink has been poisoned, but not to identify the poison used. A person with this trait is assumed to have a strong sense of taste, as well. Other uses of this skill are governed by a marshal.
Hearing (4 CP): Enhanced hearing renders you immune to mug attacks, but not backstabs. Other uses of this skill are governed by a marshal.
Touch (6 CP): Enhanced touch cuts the time required for fine motor control skills in half. (i.e.: doctor, lock picking, etc.)
Other uses of this skill are governed by a marshal.

Force of Destiny (10 CP): Your character has a stronger destined role than other PC's. As a result, you are shielded by destiny and are likely to have an easier time returning from death.

Fortune: Each level of Fortune gives you more money at character creation. Without fortune, you start with 300 bits.

Level 1 (1 CP): +100 Bits
Level 2 (4 CP): +400 Bits
Level 3 (8 CP): +800 Bits
Level 4 (16 CP): +1600 Bits

Increased Wealth: Each level of Increased Wealth grants you a supply of money at the beginning of an event. This money is picked up during production.

Level 1 (1 CP): 30 Bits
Level 2 (4 CP): 60 Bits
Level 3 (8 CP): 120 Bits
Level 4 (16 CP): 240 Bits

Intuitive Focus (15 CP): With Intuitive Focus, your character has the ability to directly channel magical forces. Your character will not need a focus to cast spells in Geo, Shadow, Storm, or Sun magic. Battle mages must still use a focus. Wild mages gain no benefit from this trait.

Magic Sense (8 CP): Magic Sense allows you to detect if objects are magical, similar to the detect magic spell. Unlike the spell, a person with Magic Sense must touch an object with her bare skin and concentrate on it for 3 seconds.

Nimble Feet (5 CP): Nimble Feet graces you with exceptional agility, and allows you to navigate treacherous or slippery surfaces. Use of this ability is governed by a marshal.

Noble Blood (30 CP): Your character was born into a noble family. Your character does not possess any holdings, nor is she the direct heir to a title or holding. Your character is a non-firstborn child or cousin of a noble family. You retain the enhanced social status of noble blood and in addition gain the effects of Fortune level 3 and Increased Wealth level 3. This advantage in particular will be subject to intense plot scrutiny. Faykin may not take the Noble Blood advantage. Note that the effects and nature of this trait differ from race to race, according to their cultures (see Chapter 7 for more information).

Rapid Healer (10 CP): Your character heals at a highly increased rate. Halve the healing time on any injuries you possess. In addition, you become conscious immediately after being stabilized.

Strong Body (8 CP): You gain one resist poison or disease per day.

Strong Will (5 CP): With Strong Will, your character halves the duration of any mind effect that affects her.

Sustain Pain (6 CP): Sustain Pain prevents you from losing consciousness from limb wounds. Only a torso wound will cause your character to lose consciousness.

Advantage Costs

    Advantage:         Cost    
Adept 10
Enhanced Body 12
Enhanced Sense 2 for Sight/Smell; 4 for Hearing; 6 for Touch
Force of Destiny 10
Fortune 1/4/8/16
Increased Wealth 1/4/8/16
Intitive Focus 15
Magic Sense 8
Nimble Feet 5
Noble Blood 30
Rapid Healer 10
Strong Body 8
Strong Will 5
Sustain Pain 6

Faykin Racial Non-Inherent Advantages

Earth Aura (4/4/4 CP): When used, this ability creates a protective aura around the target that will absorb 3 points of damage. This spell will dissipate at SR/SS or upon receiving 3 points of damage. This spell may never be stacked with another Aura. The user must call out "Aura" when hit with a damaging attack to indicate that the Aura blocked the damage. This ability may be used once per purchase per SR/SS.

Endurance (12 CP): This allows the Faykin to have an Endurance of 2. This cannot be stacked with any other Endurance. Endurance represents additional points of body that can be healed as normal. Once purchased, endurance is always in effect and can be healed to the full amount through normal healing means, magical effects, or alchemy.

Endure Sunlight (9/9/9 CP): This ability allows the Faykin to resist direct sunlight for half an hour or to resist one sun magic attack that strikes her. This ability may be used once per purchase per SR/SS.

Forest Blend (8/8/8 CP): This ability allows the user to meld with a tree, essentially becoming undetectable. This spell mimics the geomancy spell of the same name (see Chapter 4 for more information). This ability may be used once per purchase per SR/SS.

Nature Aura (4/4/4 CP): When used, this ability creates a protective aura around the target that will absorb 3 points of damage. This spell dissipates at SR/SS or when all three points are used up. This spell may never be stacked with another Aura. The mage must call out "Aura" when hit with a damaging attack to indicate that the Aura blocked the damage. This ability may be used once per purchase per SR/SS.

Pass Without Trace (4/4/4 CP): This ability allows the user to avoid being tracked. This spell mimics the geomancy spell of the same name (see Chapter 4 for more information). This ability may be used once per purchase per SR/SS.

Resist Disease (4/4/4 CP): This ability allows the user to resist any disease effect. This ability may be used once per purchase per SR/SS.

Resist Poison (8/8/8 CP): This ability allows the user to resist any poison effect. This ability may be used once per purchase per SR/SS.

Shadow Meld (6/6/6 CP): This ability allows its users to meld with a shadow, allowing her to remain undetectable. This spell mimics the shadow spell of the same name (see Chapter 4 for more information). This ability may be used once per purchase per SR/SS.

Stoic Mind (4/4/4 CP): This ability allows the individual to resist any mind effect. This ability may be used once per purchase per SR/SS.

Strength (55/5 CP): The Strength ability allows the user to accomplish one feat of great strength or to add one damage to a single weapon hit. The user must call out "Activate Strength" to utilize this ability. If Strength is used to carry a heavy object or a similar usage, it lasts for 60 seconds. This ability may be used once per purchase per SR/SS.

Water Breathing (8 CP): Once this ability is purchased, the user becomes amphibious, allowing her to freely breathe both water and air.