Advantages

Advantages are physical or mental edges, resources, items, special training packages and so on that aren’t represented by skills, Attributes, or Aspects. You get one advantage with your generalization. Additional advantages can be purchased during character creation by using customization points.

Standard Ranks

For some of these advantages, there are various ranks which they can be taken at. Anything that is listed as having Standard Ranks uses the following chart for determining the game effect. These advantages are not cumulative (in other words, rank 2 replaces rank 1, and rank 3 replaces rank 2 effects).

Rank Effect
1 Positive Flip Shift (shift+1)
2 Positive Flip Mod (flip+1)
3 Both Shift and Mod (shift+1)(flip+1)

List of Advantages

The following is a list of the available advantages. If an advantage has a prerequisite listed, the value indicated is the minimum necessary to qualify to take that advantage. This prerequisite is ignored if the Advantage was granted by the character’s Generalization.

Accelerated Strike (Ranked)

Prerequisites: None

When using a weapon with which you are proficient, you may reduce the amount of time it takes to make an attack-related action by 1. You may use this Advantage twice per encounter per rank.

Accomplished Entertainer (Ranked)

Prerequisites: Perform 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Perform check. Re-flip and keep the results of the second flip.

Acrobatic Strike (Ranked)

Prerequisites: Acrobatics 1

If you use the Acrobatics skill to tumble through an opponent’s space and attack that same opponent with your next action, you gain a (flip+1) to that attack. You may use this Advantage twice per encounter per rank.

Acute Hearing

Prerequisites: Substantial Perception 2

This grants a bonus to hear something. You are treated as having a Specialization in Notice checks involving hearing.

Acute Taste and Smell

Prerequisites: Substantial Perception 2

This grants a bonus to taste or smell something. You are treated as having a Specialization in Notice checks involving taste or smell.

Acute Vision

Prerequisites: Substantial Perception 2

This grants a bonus to see something. You are treated as having a Specialization in Notice checks involving normal vision.

Additional Spells (Ranked)

Prerequisites: The ability to cast spells

Each time a character takes this Advantage, he or she learns two new spells.

Aggressive Nature

Prerequisites: None

If you are at full LETHAL, your Speed <SPD> is increased by 1.

Agile Hunter

Prerequisites: None

If this character hits an enemy with a ranged attack, after the attack is resolved, this character may move 1 space, ignoring Opportunity Attacks.

Ambidexterity

Prerequisites: Soft Strength 2

You can use either hand without penalty.

Ammo Conservation

Prerequisites: None

If you attack with a ranged weapon and would miss, you can choose not to spend the ammunition. If you do this, other abilities such as Distracting Shot that trigger off a miss do not work.

Anatomic Studies (Ranked)

Prerequisites: Acquired Intellect 2

Twice per encounter per Rank in this advantage, if this character hits an enemy with a melee or ranged attack, he may add his Acquired Intellect to the damage.

Arcane Recovery (Ranked)

Prerequisites: None

During the zero phases, you may recover an additional point of mana for each rank you have in this Advantage.

Attention to Detail (Ranked)

Prerequisites: Craft 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Craft check. Re-flip and keep the results of the second flip.

Attractive (Standard Ranks)

Prerequisites: Physical Character 2

You gain a bonus to your Physical Character [PC] depending on the situation. The target must be someone who could find you attractive in order to gain this bonus.

Bargain Hunter (Ranked)

Prerequisites: Appraisal 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to an Appraisal check. Re-flip and keep the results of the second flip.

Beat Back

Prerequisites: Hard Strength 2

After making a successful melee attack against an opponent up to one size category larger or one size category smaller than you, you can choose to move that opponent one space in a direction away from you (which normally will give you three options – directly away, away and left, and away and right). You can’t Beat Back an opponent that’s in a grapple and you can’t move your opponent into a solid object or another creature’s space. This movement does not provoke opportunity attacks.

You must have a Hard Strength greater than your opponent to be able to use this.

Big Hitter

Prerequisites: Hard Strength 3

When this character power attacks, he can choose to take (flip-2). If he does so, the Damage <X> of the attack is increased by 3, instead of 2 as it would with a normal power attack.

Biggest Hitter

Prerequisites: Hard Strength 4, Big Hitter

When this character power attacks, he can choose to take (flip-3). If he does so, the Damage <X> of the attack is increased by 5, instead of 2 as it would with a normal power attack.

Bland (Standard Ranks)

Prerequisites: Physical Character between 1 and 2

You are mundane, and people naturally tend to forget your face. Anyone attempting to remember specifics about you will take a penalty to checks.

Blessed by Fate

Prerequisites: None

You have been blessed by Fate. You increase your Hand of Fate from three to four cards.

Blind Fighting

Prerequisites: Substantial Perception 3

The character does not suffer any penalties while attacking or defending in melee while blind, in poor light, or absolute darkness. He also does not receive penalties for fighting against opponents in melee that have Concealment based on vision.

Blitzer

Prerequisites: Hard Strength 2, Soft Strength 2

This character can Power Attack as part of a Charge action. As with Power Attack, he gains a negative flip modifier, but his damage goes up. The time the action takes is the same as for a normal Charge.

Bloody Vengeance

Prerequisites: None

If an enemy attacks you and does LETHAL damage, you gain +1 Damage <X> against that foe for the remainder of the encounter.

Book Learning (Ranked)

Prerequisites: Knowledge 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Knowledge check. Re-flip and keep the results of the second flip.

Born in the Saddle (Ranked)

Prerequisites: Ride 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Ride check. Re-flip and keep the results of the second flip.

Bravado

Prerequisites: None

When this character makes a ranged attack, check line of sight from the target back to this character. If you gain no cover against the enemy, gain (flip+1) to the attack.

Can’t Be Outnumbered

Prerequisites: Soft Strength 3

You have an inherent ability to be constantly on your toes and an awareness that prevents you from being ganged up on. You cannot be outnumbered (see the Combat chapter).

This can also be used for NPCs that don’t necessarily correspond to a standard body configuration and have no flanks to take advantage of. If this is the case, the prerequisite can be waived by the GM.

Careful Movement (Ranked)

Prerequisites: Stealth 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Stealth check. Re-flip and keep the results of the second flip.

Careful Shot (Ranked)

Prerequisites: None

The time it takes for you to use the Aim action is reduced by 1 per rank in this Advantage.

Chameleon (Ranked)

Prerequisites: Disguise 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Disguise check. Re-flip and keep the results of the second flip.

Charging Fire

Prerequisites: None

Normally, the Charge action is a Combat Move followed by a single melee attack. With this Advantage, you can execute a single ranged attack instead of a melee attack at the end of the movement. The time the action takes is the same as for a normal Charge.

Cleaving Attack

Prerequisites: None

If you deal an enemy enough damage to kill or incapacitate him, if your next action is an Attack action, reduce the time it takes by 2 actions.

Closer Examination (Ranked)

Prerequisites: Investigation 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to an Investigation check. Re-flip and keep the results of the second flip.

Combat Reflexes

Prerequisites: Soft Strength 2

Usually, making an opportunity attack pushes your action back two phases on the Combat Clock. With Combat Reflexes, this is reduced to 1 phase instead.

Common Sense

Prerequisites: None

Your character has been blessed with an innate sense of judgment that rarely steers him wrong. Once per game session, the character can ask the GM to help him make a decision based on the information that his character would know. The GM should give good advice; however, it will still be limited by the character’s in-game knowledge. Alternatively, when a character is about to make a disastrous choice, the GM can step in and give him a warning.

This advantage cannot be taken by Tony Wright.

Convincing Demeanor (Ranked)

Prerequisites: Persuasion 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Persuasion check. Re-flip and keep the results of the second flip.

Courageous (Standard Ranks)

Prerequisites: Internal Endurance 2

You are extraordinarily brave. Things that may make another man quake in his boots have little effect on you. This will give you a (flip+1) bonus to all Discipline checks involving fear-inducing effects or intimidation.

Covering Fire

Prerequisites: None

When you hit an enemy with a ranged attack, you may also choose a friendly character within your line of sight. During that friendly character’s next action, he can ignore Opportunity Attacks from that enemy.

Danger Sense

Prerequisites: Insubstantial Perception 2

You have a sixth sense when it comes to detecting bad situations. You can spend a few moments to try to get a feel for the situation. You may get a vague sense of danger as it approaches. This may allow you to avoid being surprised or give a quick warning to your party right before something bad happens. A successful average Notice [IP] check based on a DTN set by the GM will prevent you from being caught unaware.

Deadeye

Prerequisites: None

If you aim before making an attack, the base Damage <X> is increased by 1.

Deflect Shot

Prerequisites: Soft Strength 2

When you are being targeted by a ranged attack, you may choose to gain +1 <PD>. You must be wielding a melee weapon with the Blade keyword and you must be aware of the attack and the attacker. Deflect has no effect on area attacks.

For Rapid-Fire attacks, compare the attacker’s highest card of his flip to the defender’s highest card. Repeat for the next highest cards until you reach the X value of the Rapid-Fire trait.

Distracting Shot

Prerequisites: None

When you make a ranged attack against a target and miss, if you attack the same target with the same weapon with your next action, you gain a (flip+1) to the attack.

Elemental Infusion (Ranked)

Prerequisites: The ability to cast spells

When you take this advantage, choose an element. You may gain +1 Damage <X> to spells from that primary elemental type of spell.

Extra Proficiency

Prerequisites: None

Your chosen character class grants you a list of armor and weapon proficiencies. Taking this advantage allows you to choose an extra proficiency that you normally would not get. This advantage is not ranked but it may be taken multiple times to pick additional proficiencies.

Far Shot

Prerequisites: None

When you use a ranged attack against targets where you would suffer a penalty based on the range, decrease those penalties by one level.

First Impression (Standard Ranks)

Prerequisites: Mental Character 3

Some people just have the knack for making a good first impression on people that you meet. You always seem to say the right thing and pick up on little things that help you fit into new social environments. You gain a bonus to your Mental Character depending on the situation.

Fleet of Foot (Ranked)

Prerequisites: None

Some might call it running away, but you know that sometimes you have to exit in a hurry. For each rank in this advantage, you can add 1 to your Speed if you are in a situation where you are trying to get away. You cannot use this burst of speed to put yourself in a situation that’s just as dangerous as the one you are leaving.

Heavy Armor Specialist

Prerequisites: Hard Strength 3

While wearing heavy armor, you ignore the (flip-1) penalties it causes.

Horse Whisperer (Ranked)

Prerequisites: Animal Handling 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to an Animal Handling check. Re-flip and keep the results of the second flip.

Imposing Presence (Ranked)

Prerequisites: Intimidation 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to an Intimidation check. Re-flip and keep the results of the second flip.

Improved Grappling (Ranked)

Prerequisites: Hard Strength 2, Soft Strength 2

You are better at grappling than most. You add your ranks in Improved Grappling to results from all Grapple Tests.

Incredible Balance (Ranked)

Prerequisites: Acrobatics 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to an Acrobatics check. Re-flip and keep the results of the second flip.

Insane Bravado

Prerequisites: Bravado

When this character makes a ranged attack, check line of sight from the target back to this character. If you would gain no cover against the enemy, gain (flip+1) and +1 Damage <X> for the attack. This replaces the effect of the Bravado advantage.

Inspired Leadership (Ranked)

Prerequisites: Discipline 2 with Leadership specialization, Mental Character 2

When things look their darkest, your character steps to the front and leads by example. Once per session per rank, while in combat, you may take the Interact with Environment action. Make a Discipline flip using the Leadership specialization. If you succeed at an Average (12+), you grant every ally a Fate Chip that must be used during that combat encounter. If it is not used, it is lost.

Inspired Leadership may only be used throughout the party once per encounter. If additional characters also have this advantage, it will have no additional effect if used during the same fight.

Inspired Solution (Ranked)

Prerequisites: Innate Intellect 3

Twice per day per Rank in this advantage, you may use your Innate Intellect instead of Acquired Intellect for any skill check.

Intense Training (Ranked)

Prerequisites: Athletics 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to an Athletics check. Re-flip and keep the results of the second flip.

Internal Clock

Prerequisites: None

You have an accurate mental clock and can get a good idea of what time it is no matter what your current situation is. Once you have a point of reference, you can keep track from then on.

Iron Will (Ranked)

Prerequisites: Discipline 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Discipline check. Re-flip and keep the results of the second flip.

Legerdemain (Ranked)

Prerequisites: Thievery 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Thievery check. Re-flip and keep the results of the second flip.

Light Sleeper

Prerequisites: Notice [SP] 2

You have the knack of waking up when something is amiss. It may be harder for you to get a good restful sleep, but it’s also a lot harder for something to catch you while you snooze.

Mathematical Genius

Prerequisites: Acquired Intellect 2, Innate Intelligence 2

You’ve got a built-in calculator. You can do math in your head that some people have troubles using computing devices.

Medium Armor Specialist

Prerequisites: Hard Strength 3

While wearing medium armor, you ignore the (flip-1) penalties it causes.

Mighty Swing

Prerequisites: Hard Strength 2

Any time you make a basic Attack action, you can increase the time it takes by 1 phase and increase the base Damage [X] by 1.

Overrun

Prerequisites: None

If you make a Charge action and knockdown your target, make him unconscious, or disable him, you may continue your move after resolving the attack using any remaining Speed you have. This works very well against minions and significantly weaker foes.

Using Overrun with a Charge move removes the requirement for moving at least one space before charging.

Perfect Sense of Direction

Prerequisites: None

You have a perfect sense of direction and always know which way is north.

Point Blank Shot

Prerequisites: None

You gain a (flip+1) to ranged attacks made at a target who is 5 spaces or closer to you. This does not work against adjacent foes.

Practiced Medic (Ranked)

Prerequisites: First Aid 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a First Aid check. Re-flip and keep the results of the second flip.

Quick Draw (Ranked)

Prerequisites: None

For each rank you have in this advantage, reduce the time it takes for the Draw a Weapon action by 1 phase.

Quick Reload (Ranked)

Prerequisites: None

For each rank you have in this advantage, reduce the time it takes for the Reload a Weapon action by 1 phase.

Redirect Shot

Prerequisites: Deflect Shot

You may redirect a ranged attack made against you such that it strikes another creature or object. When you are missed by a ranged attack while using the Deflect Shot advantage, you can make a ranged attack using your Physical Attack <PA> versus a target within 3 spaces. If the attack succeeds, it does damage to the target equal to the initial attack’s weapon.

You may not use Redirect Shot against Rapid-Fire weapons or against a redirected shot.

Reload on the Move

Prerequisites: None

When you take the Reload a Weapon action, you may move up to half your <SPD>.

Second Look (Ranked)

Prerequisites: Assessment 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to an Assessment. Re-flip and keep the results of the second flip.

Second Wind (Ranked)

Prerequisites: None

A character with this advantage can use the Recover action in an improved manner. Once per combat per rank in this advantage, he may choose to take the Recover action. It only takes half as many pulses as normal (3 instead of 5) and he gains back double what he normally would.

Sense the Unseen (Ranked)

Prerequisites: Notice [IP] 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Notice [IP] check. Re-flip and keep the results of the second flip.

Shifty Fighter (Ranked)

Prerequisites: Soft Strength 3

While in melee with an opponent, you will always have Hard Cover against someone using a ranged attack, regardless of the relative positions of the firer and yourself. If you take a second rank in this advantage, if you are missed by a ranged attack, the attack will instead hit a target of your choosing who is in melee with you.

Sidestep

Prerequisites: None

When a melee attack misses you, you may take a free Shift Position action. You must end in a space that is still adjacent to the attacker.

Situational Awareness (Ranked)

Prerequisites: None

Twice per day per Rank in this advantage, you may choose to discard an entire Initiative flip. Re-flip and keep the results of the second flip.

Skilled Forager (Ranked)

Prerequisites: Survival 2

Twice per day per Rank in this advantage, you may choose to discard an entire flip related to a Survival check. Re-flip and keep the results of the second flip.

Speed Reading

Prerequisites: None

You can read books and paperwork up to ten times faster than a normal human.

Spell Discipline (Ranked)

Prerequisites: The ability to cast spells

If you cast a spell with an area of effect, you may exclude two targets per Rank in this advantage from the spell’s effects.

Split-Fire

Prerequisites: Two Guns Blazing

When you use Two Guns Blazing, you can choose two different targets. You still make a single attack flip, suffering a (flip-1) penalty if you don’t also have Ambidexterity. The attack on your first target uses your highest card in the flip. The attack on the second target uses the next highest. Both targets flip defensively as normal.

Sure-Footed

Prerequisites: None

This allows a character to Shift Position into difficult terrain. See the Combat section for more details.

Take the Initiative

Prerequisites: None

Gain a +1 Damage [X] to any attack you make against a target who has not yet acted in the encounter.

Touched by the Elements

Prerequisites: The ability to cast spells

Gain 1 elemental mana of your choice. Learn a spell from that same element.

Tough as Nails (Ranked)

Prerequisites: External Endurance 2

For each rank in this advantage, you gain 5 additional STUN points.

Twitchy

Prerequisites: None

You are never considered flat-footed in combat.

Two Guns Blazing

Prerequisites: Soft Strength 2

If you are armed with two pistol weapons, you may fire both at the same target. Choose one of the weapons to be the primary gun. Make an attack with the primary weapon. Unless you have the Ambidexterity advantage, this attack has a (flip-1) penalty.

If the attacker wins the high card comparison, the primary weapon does its damage as normal. The defender does a second defense flip. Compare the second-highest card for the initial attack flip with the highest card of the new defense flip. If the attacker wins the second flip comparison, the second pistol does its damage as normal. If the attacker is not flipping two cards, this secondary attack does not take place. Essentially, the attacker is making one attack flip for two shots, while the defender gets two defense flips, one for each.

The damage counts as coming from two sources for purposes of External Resilience and other effects.

Wealth

Prerequisites: None

You came from money or earned it yourself. Regardless, you have more than the average person does, and you know how to spend it. This can only be bought using character customization points during character generation and doubles your amount of starting money.