Advantages

If an Advantage adds to your Total TSL, it will only add ONE additional towards your TSL, no matter what the rank of the Advantage is.

General Advantages

Ambidextrous

Cost: 4 Points

You may use either hand in order to call Combat or Martial Skill taglines with your weapon. This can be useful if you are wielding dual weapons, or if you are incapable of using your primary hand due to an arm wound or other in-game effect.

Mechanics: You may use your off hand as if it were your primary hand for the purposes of calling Combat and Martial Skill weapon-related taglines. (Note: without this Advantage, you may not use any of your special weapon-related Combat or Martial abilities with your off hand, even when wielding dual weapons.)

Aura Sight

Cost: 6 Points

You can see and interpret the auras of all living creatures. You can tell what condition a creature is in similar to level 1 Surgeon Diagnosis. You can also sense the subject's overall mood. This will not tell you they are lying, for example, but you can sense if they are nervous, agitated, hostile, afraid, happy, sad, etc.

Mechanics: This may be done as a point and click ability, and questions may be asked of the person you are studying, however each question must be asked individually as you “examine” deeper layers of the target’s aura in your attempt to discern its meaning. There is no limit on the number of questions you may ask, it is simply a matter of how much time you are willing to dedicate to your endeavor. Aura Sight is considered always on when determining ill effects from exposure to stimuli.

This Advantage may be used to enhance the Surgeon and Psychology Skills by adding one additional bonus point to your Total Skill Level (TSL).

Blind Fighting

Cost: 6 Points

Your other senses are heightened, coming into play when your eyes are impaired to allow you to continue combat.

Mechanics: While you cannot see you may still use your martial abilities while under a Blind effect or in darkness. Must have at least one Enhanced Sense other than Sight. Do not actually close your eyes during combat as this is unsafe.

Commune with Animals

Cost: 4 Points

You understand and empathize with animal instincts and behavior so well that you can actually communicate with creatures in a rudimentary sense. You can calm them down, shoo them away, convince them to obey your commands, or even ask them basic yes-no questions that a human child might be able to answer. Should they resist your commands a Dominance Challenge may be issued.

 

Mechanics: To use this ability, you must call the tagline “Commune with Animals” and then approach the target animal slowly, with both hands empty and palms exposed facing the creature to show that you bear it no ill intent. Once this basic communication is established, you have gained some measure of trust from the animal, and may proceed to give it simple instructions, such as “go away” or “calm down”. You must keep your hands outstretched and empty for the duration of the effect. Be aware, however, that some of the most aggressive creatures cannot be reasoned with at all. They are immune to the calming effects of this ability and may attack anyways with little or no warning, possibly issuing a Dominance Challenge in which the player must fight said creature to establish their standing as ‘Alpha’ before the creature or its kin will listen to their commands.

Animals successfully under the effect of “Commune with Animals” will remain calm so long as you maintain eye contact with them and continue your non-threatening posture. Any attack upon the creature by any party will immediately negate your calming effect. Creatures traveling in packs may be more resistant if they have just watched their packmates be killed at the hands of your friends.

If you intend to communicate with the beast, you must call your “Commune with Animals” tagline and assume the non-threatening posture as above. After it is sufficiently calmed and trusting, you may drop your non-threatening posture in order to use hand signs or charades in an attempt to make the animal "understand" what you are asking. Use of this ability does not necessarily mean that the animal actually will understand you, but you can usually convey the general gist of the desired information. The amount of understanding or information gained by the use of this Advantage is directly proportional to the natural intelligence of the given creature and its ability to understand what you are trying to communicate to it. (For example, to a fox, a rabbit might be “small white dinner” rather than “little furry adorable hopping creature”.) Some creativity may be needed in order to truly communicate in a manner in which the creature can comprehend.

Additionally, this Advantage may be used to enhance the Animal Training Skill by adding one additional bonus point to your Total Skill Level (TSL).

Conduit

Level 1 to 3 – Cost: variable, 5 - 15 Points

You may store cast spells within your spirit as one would within a gem. This prevents you from having to recount the verbal when magic is needed in quick succession allowing you to simply invoke it when needed. However storing such spells upon your soul might cause untoward consequences should something go awry.

Mechanics: This Advantage may be purchased up to three times at 5 points per level. Each level allows you to rack a spell within your spirit. To rack a spell you must complete the verbal and expend the mana as normal, followed by the Tagline “Spirit Rack”. Thereafter at any point you may cast the spell with the verbal “Invoke <Spell Name>”, which removes the prepared spell from your spirit. A person with Magic Sight can see the prepared spells on your spirit and determine what they are.

You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing raw talent, at Character Creation.

Divination

Level 1 to 5 – Cost: variable, 2 - 10 Points

Divination allows you to scry for advice, or for a glimpse into the past, present, or future. Generally, any answers received are cryptic and often in the form of riddles or vague imagery.  

Mechanics: Divination is as a times per day per level (TDL) skill. This means that you may use Divination as many times each day as you have levels in the skill. You may buy additional levels with EXP after character creation, but you must buy at least the first level, representing raw talent, at creation. You may only divine x-times per day, however you may mix and match which level you access during each use of the Advantage. Just because you have the highest level does not mean that you have to open your mind to that degree every time you do a reading for someone. Always keep in mind: the Oracle is all-seeing. If She feels that you are abusing Her gifts, she may cut you off for a time, or punish you as she deems appropriate. Divination has 5 levels of increasing cost and skill.

Furthermore, at any time, plot may impart to you a prophecy or warning, which you should immediately recite as if in a trance. When you recover, you have no memory of the event. This is similar to an Ancient Memory, though not as powerful. You garner crystal clear images of your target, including emotions and the exact situation, however you do not receive any details as to context or how it may unfold.

Phys-Rep: You should choose at least one specialty or preferred method of Divination, such as runes, tarot, fire scrying, etc, and you should carry with you the appropriate props to practice your craft and perform your Divinations in play as you see fit. 

You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing raw talent, at Character Creation.

Level 1 - Cost: 2 - Fortune Teller

You can read Tarot, stones, etc convincingly, but gain nothing of any real truth or value. You can make a living interpreting peoples' desires and fears, and you excel at telling people what they want to hear. Sometimes you get a faint vision of truth, but more often it is the person's desires manifesting the answer. You garner only the emotions tied to a specific event, person, or location.

Level 2 - Cost: 4 - Clairvoyant

You have a knack for seeing the fate of those you care about. By focusing on a specific person/item/location, you can see events related to your target. You generally gain a hazy image, like watching through a pane of frosted glass, however you can usually tell if the vision pertains to the target's past, present, or future. You garner emotions & hazy images (outlines/shapes) of events, people, locations, etc.

Level 3 - Cost: 6 - Diviner

You can read the nuances of the Fates, and have real talent for calling upon the truth waiting to be revealed. You are in tune with the universe, and can call upon the Powers that Be for guidance and valuable information. You garner emotions and clear details about one aspect w/ hazy images surrounding it.

Level 4 - Cost: 8 - Farsight

By focusing your energy on a specific target (be it a person, location, or item) you can gain an insight into that target's current state. You can sense the emotional state surrounding your target as well as getting a clear picture of its current status. While you can see some details and determine if the target is in danger, etc, you can not determine anything beyond a small scene in the target's immediate vicinity. You garner clear images of your target & emotional aspects but the situation is vague.

Level 5 - Cost: 10 - Oracle

The Powers that Be speak to you, sometimes at inopportune times. You may focus all of your energy on a particular target and see it clearly for a time. This is a very dangerous thing to try, as you are basically forcing your spirit into another locale for a time. When consciously projecting, you have clear memories of what you uncover.

Having a high level of attunement to the Oracle means that you are literally tied together. If the Oracle is killed or injured, you will fall unconscious with a wound to every location. What happens in your Divination physically happens to you also.

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*** Like most things of a mystical nature, Divination comes with a price. This price varies, depending on the level of Divination performed. Thus, for simple parlor tricks or basic information, most Diviners choose to exercise the lower levels of the ability. How you choose to use this Advantage is up to the player's discretion. Below are a list of the drawbacks for each level of Divination. When you Divine using the level listed, you suffer the price for the knowledge and insight that you gain. ***

All side effects last for x minutes, where x = the # of minutes = the character's level in Divination. (level 1 = 1 min, level 2 = 2 min, etc)

Level 1 Side Effect
You lose the ability to control your volume for x-minutes.
You may only yell or whisper, player’s choice.

Level 2 Side Effect
You suffer from x-minutes of short term memory loss and disorientation. You do not recognize normally familiar people and places.
As a Confusion effect, but it lasts for less than the normal 10 minute duration.

Level 3 Side Effect
You regress to your childhood for x-minutes.
You may play this off however you feel is appropriate to your character’s background story.

Level 4 Side Effect
You go blind for x-minutes as your eyes begin to bleed.
You should keep a small bottle of fake blood or red makeup in with your Divination tools.

Level 5 Side Effect
You take the real-world effects as seen in your Divination.

Essentially, you have traveled astrally in order to witness your target firsthand in Spirit Form. As such, if your Divination reveals an attack, you will take real world damage akin to the target's damage. If you watch someone die, you may fall over dead as your heart stops in sympathy. If they are drugged, you may become drowsy and fall unconscious. If the scene is on fire, you may begin to burn, or underwater, you will begin to drown. All of these effects may be countered as normal with healing skills, wards, shields, etc. People around you may rouse you from the Divination at any time by shaking you, however once the connection is broken your spirit snaps back to your body suddenly, rather than settling back in through the normal process. If you are roused, you take a Pain effect.

Dream Sight

Cost: 2 Points

You are able to see into the Dreaming from the Mortal Realm, much as how a Medium can see Spirits. Creatures in the Dreaming are denoted by wearing a silver headband. Alternately, if you are in the Dreaming you are able to see the Mortal Realm. This does not grant you any ability to cross from one to the other. Dream Sight is considered always on when determining ill effects from exposure to stimuli.

Mechanics: In order to communicate with a Dream creature, you must point at the creature(s) that you wish to speak to and announce “Dreamer, I See You.” At that point, the Dream creature may engage you in a normal conversation if it is able, and you can see the details of the Dream being’s face to identify them if they are known to you.

Dreamwalker

Level 1 to 3 - Cost: variable, 2 - 6 Points

You are able to control and manipulate your own dreams and sometimes the dreams of others. This can be used to combat the Nightmares Disadvantage.

Mechanics: Effectively, if you actively Dreamwalk, you may temporarily lower either your own or someone else’s Nightmares Disadvantage by a single level (ie: level 3 goes down to 2, or level 2 to level 1), however you may never eliminate them completely. Two Dreamwalkers working together may assist the same person to reduce that party’s Nightmares from Level 3 down to Level 1.

This Advantage may be used to control your own Dreams and Nightmares, or you may use it to assist another person if you are sleeping in close proximity to your ward (within 10 feet per level). You may assist in this manner as many people (including yourself) as you have levels of Dreamwalker.

If you are actively using this ability, it should be noted on your cabin notes with the details of whom you are helping / protecting and which night(s) you are keeping watch. You may also use this ability to protect someone continuously as one of your IBGA’s.

Entering another Realm (Dream, Spirit, Mirror, etc) will have a one minute Ritual requirement unless the spell or artifact the caster is using states otherwise.  If you are preparing to enter another realm, you must Concentrate for one minute and then include a Three Second count to crossover.  "Going into the Dreaming 1, Going into the Dreaming 2, Going into the Dreaming 3."  If any spell effects, packet or otherwise, melee attacks, or skills affect you during this count, the crossover fails and you MUST remain in the current realm.

You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing raw talent, at Character Creation.

Level 1 - Cost: 2 - Dreamwalker

As above, you may help a single person (including yourself) to ward off or navigate their Nightmares.

Additionally, you are able to safely navigate the commonly known Dream Paths within the Realm of Dreams. You may act as a Guide for two other people within the Dream, but they must remain within arm’s length of you at all times (5 feet), or they will become lost within the Dream as they stray from the Path beyond your reach. If you are actively Guiding someone within the Dream, you may not use the ability to simultaneously control Nightmares, as both uses of this Skill require your undivided attention. You must choose one use or the other to be active at any given time.

Level 2 - Cost: 4 - Dreamcrafter

You may now assist 2 persons (including yourself) in warding off or navigating Nightmares.

Additionally, you can safely navigate the ever-shifting Pathways of the Deep Dream. You may act as a Guide for four other persons within the Dream, as above. They must remain within a reasonable distance of you at all times (10 feet), or they will become lost within the Dream as they stray from the Path beyond your reach.

Level 3 - Cost: 6 – Lucid Dreamer

You may now assist 3 persons (including yourself) in warding off or navigating Nightmares.

At this level, you now have a cursory understanding of the often obscured Pathways within the Dark Dreaming. You may act as a Guide for six other persons within the Dream, as above. They must remain within normal speaking distance of you at all times (15 feet), or they will become lost within the Dream as they stray from the Path beyond your reach. You also gain the Dream Sight Advantage.

A Dreamwalker of this level may create a Dreamcatcher which they can grant to another person so they may guard their dreams from a distance farther than 30 feet. This does not increase the number of people you can guard, only the distance.

Additionally, you have the ability to fight and act as normal while navigating the Dream Realm, even off the Paths. While others may find themselves weaponless, you can form yours from the stuff of Dream. You are also immune to the Dark Dreaming's mind-effecting atmosphere. You may call “No Effect” to any Mind Effect cast upon you while in any portion of the Dream Realm.

You may guide people out of the Dark Dreaming who have become lost within its labyrinth, so long as they are not actively being held there by an Entity of the Dream. Should that prove to be the case, you are capable of tracing their consciousness from their body to their present location in order to attempt to free them from the Dark Dreaming’s clutches.

Enhanced Sense of Hearing

Cost: 2 Points

Enhanced hearing allows you to hear conversations at a distance. It also allows the user to detect subtle sounds, like distant footsteps, music on the wind, or a faint trickle of water.

Mechanics: You must call “Enhanced Hearing” to activate the ability, after which you should specify what you are searching for, such as “Do I hear anything moving in the woods?” or “Do I hear any sign of water nearby?” Any Rules Martial, PC, or NPC in the area must answer if they are aware of the correct answer on an out of play basis.

When using this Advantage to listen in on a conversation, you may walk over toward the conversation with one hand on your head and the other to your ear as if trying to listen in. You must naturally be within line of sight of the parties in question to use this Advantage in this manner. Be aware that the parties in question may have ways to counter or detect this particular use of this Advantage. If someone begins to talk to you while you are trying to listen in, or if there is a lot of noise in the area, it is highly unlikely that you will be able to clearly discern much of the conversation in question. In such cases, a Plot Marshal may tap you on the shoulder and advise you that you have taken a momentary Deafness effect for your efforts. Enhanced Senses are considered always on when determining ill effects from exposure to stimuli.

If you are attempting to listen in through a door, wall, etc, you must put your ear to the object and call “Enhanced Hearing” loudly enough that those inside are able to hear you. At that point, you may open the door a crack or enter the room at a Plot Marshal’s discretion in order to clearly hear the conversation within. In some cases, you may be asked to keep your eyes shut or wear a blindfold so as not to see who may be speaking.

This Advantage also grants immunity to Knockout effects. The only exception to this immunity is if you are restrained, immobilized, unconscious, deafened, etc, in which case the Knockout effect cannot be avoided. Either you are unconscious, and thus unable to hear the other party closing in behind, or you are not able to move in order to avoid the blow.

This Advantage may be used to enhance Performing Arts, Espionage, and Engineering by adding one additional bonus point to your Total Skill Level (TSL).

Enhanced Sense of Sight

Cost: 2 Points

This allows you to see and make out details at a great distance or a tiny scale.

Mechanics: You can see inconsistencies in level, angle, thickness, etc, and can detect nuances that others might easily miss. It can be used to detect obscured items, to make out details from a distance, or to spot subtle flaws or imperfections in a target.  This Advantage may also allow you to see in near darkness as if it were twilight, however there must be at least a pinprick of light for your eyes to magnify and extrapolate from.

In order to use this ability, you must call “Enhanced Sight” and then specify what you are searching for. You may ask questions like “Do I see movement on the road?” or “What type of creature is coming out of the woods at me?” or “Do I feel any sign of a hidden drawer in this chest?”. Depending on the nature of your request, you may receive an answer of “Yes” or “You don’t know but it’s big and black and hairy” or “Not that you can feel”. Again, the more specific and direct your question the more likely it is that you will pick up on that particular detail. In some cases you may be asked for clarification into the manner, angle, distance, etc of your investigation. Enhanced Senses are considered always on when determining ill effects from exposure to stimuli.

This Advantage may be used to enhance the Architect and Tactician Skills by adding one additional bonus point to your Total Skill Level (TSL).

This Advantage may not be taken in conjunction with either the Far Sighted or Near Sighted Disadvantages. 

Enhanced Sense of Smell

Cost: 2 Points

This allows you to smell subtle fragrances and aromas, as well as analyze the wind.

Mechanics: This Advantage may be used to detect subtle changes in one’s surroundings. It may be used to scent the wind, in order to determine if there is danger afoot, or to determine if something is amiss in a given location. For example, if you enter a room and suddenly smell gunpowder, the logical assumption is that there is a trap nearby, or someone with a firearm lurking about.

To use this ability, you should call “Enhanced Smell” and then specify what you are attempting to detect. You may ask questions such as “Does this food smell normal?” or “Do I detect any unusual odors in this room?” Be aware, however, that your answers may not necessarily garner you any additional information unless you have experienced the scent before. If you have another appropriate skill or lore to back up this Advantage, you may be able to gain some rudimentary knowledge of the particular scent that you have encountered. Remember, the more specific you are, the more likely you are to get cohesive answers. “Do I smell a Troll in here?” will get you a yes or no, whereas “Do I smell a creature in here?” will not tell you what type of creature it is, merely that something is in the room.

Most frequently, it is used by those who make their living outdoors. It can be used to tell subtle changes in one’s surroundings, to predict the weather, or to track one’s prey. Those with the most sensitive olfactory ability even claim that they can smell an animal’s fear, tell which part of the forest it has recently passed through, or even determine why a crop is dying out. Those with finely honed skills may use this Advantage to detect moisture in the air or sickness in a plant or animal. Enhanced Senses are considered always on when determining ill effects from exposure to stimuli.

If used to Detect Poison, you may be able to determine that a drink with which you are familiar “smells funny” but you would not be able to tell if it was because of the addition of a healing potion or a poison. If you also have the knowledge of different types of solutions and poisons, then at that point you might be able to identify the foreign substance and discern its true nature.

This Advantage may be used to enhance the Botany and Woodsman Skills by adding one additional bonus point to your Total Skill Level (TSL).

Enhanced Sense of Taste

Cost: 2 Points

This allows you to taste traces of minerals, additives, spices, or other substances.

Mechanics: This Advantage may be used to detect poisons with which you are familiar, however you must immediately spit out the offending substance and take an instantaneous Nausea effect. If the poison is particularly potent or nasty, it may mimic the effects of a Greater Poison or even send you into a Coma, so beware of testing unknown substances in this manner!

To use this Advantage, you must call “Enhanced Taste” and specify what you are attempting to detect. As with Enhanced Sense of Smell above, the more specific your questions the more specific your answers garnered will be. Enhanced Senses are considered always on when determining ill effects from exposure to stimuli.

It may be used to enhance the Culinary Arts, Pharmaceuticals, and Alchemy Skills by adding one additional bonus point to your Total Skill Level (TSL).

Enhanced Sense of Touch

Cost: 2 Points

This allows you feel minute inconsistencies in an item's surface, such as cracks or chips. It also allows you to feel vibrations, moisture changes, and shifts in wind and water currents. You can tell subtle differences in weight and texture as well.

Mechanics: To use this Advantage, you must first call “Enhanced Touch” and then immediately roleplay the use of this ability, be it caressing an item carefully, letting the wind blow across your skin, placing your foot down gingerly ahead of you, or something similar to show that you are taking extra time in actually feeling the item or sensation in question. Enhanced Senses are considered always on when determining ill effects from exposure to stimuli.

It may be used to enhance the Artisan, Mariner, and Stealth Skills by adding one additional bonus point to your Total Skill Level (TSL)

Fluency

Cost: 2 Points per language

You are Fluent in another language and are able to speak, read, and write it as if it were your common tongue.

Mechanics: You can read text props tagged with your language fluency and may signal you are speaking in a language other than common by holding your fingers in front of your mouth in the shape of an L to signify you are using another language. All characters begin play with fluency in the Common language known as Tradespeak. The following is the list of available languages:

Common Languages (These require no approval to learn): Ancient Vikaa'ran, Ancient Na'vari'z, Ancient Ejherian, Ancient Maerisius, Ancient Rhukichii, Ancient Tecuani, Ancient Tengoku Noshita, Amari'z Sign Language (ASL).

Uncommon Languages (must be approved and supported in your character history): Celestial, Techspeak (Tinker's Guild), Thieves' Cant, Syrene Sign Language (SSL), Itzcali, Ancient Rhoose, Sea Cant, Elemental.

There are additional languages that can be found and learned in game, but these are all FOIP and require Plot approval. You must have the points available to buy this Advantage before learning a language.

Guild Contact

Cost: 4 Points

You have a friend, relative, or contact who is a higher-up Guild member, of Master or Grand Master level. This person will go out of his or her way to assist you if you ask. You must specify in your Character Background History the name, Guild, Guild Rank, title, position, etc. of the person with whom you have forged your alliance, including how you came to know them and why they are so willing to help you. You do not have to be a member of a Guild to have a Contact within it. After all, friendship and business no know boundaries.

Mechanics: This Advantage is designed specifically to assist with downtime actions and the gathering of information between events (IBGA’s). Very rarely will these named NPC's pay a visit in person.

Heirloom Item

Cost: 10 Points per Item (to a max of 3 Heirloom Items per player)

You are in possession of a family Heirloom that has been handed down from generation to generation within your family. According to the family legend, it once had a special function, purpose, or power, though such legends are now lost to all practicality. You may use any phys-rep you wish, however it should be distinctive in some fashion and easily recognizable from a distance. It does not have to be ornate, but it should not be generic either, and must bear some sort of distinct identifying mark or feature that makes it completely unique, such as a family crest or inscription. Such a mark may be hidden or concealed if you wish, but a member of Plot must be shown the details or sent a photo of the hidden mark prior to concealment in case we ever need to confirm its true identity in play. You must indicate in your Character Background Story who you got it from, how or why it was given to you, and who the original owner / wearer / wielder was.

Your Heirloom Item may be anything of value with an in-game appraisal assigned to it. The Heirloom Item must be a tagged in play, and may not be left in an out-of-play location specified on your cabin notes, it must remain in play at all times, but may be hidden in an in play area if desired. It can be anything: a suit of plate armor (or perhaps a single piece of the suit), a weapon, a shield, a piece of jewelry, a set of crafters' tools, an article of clothing, a book or journal, etc. Literally, this item is whatever you wish, but it must be specified and justified in your Character Background Story as to how you came to be handed down this precious item from your ancestors. You may be as vague or specific as you wish. Members of Plot will gladly fill in the rest of the details that you may omit!

Mechanics: Any item can be an Heirloom Item, but the item must be unique and easily identifiable in some way, and must be tagged.  Any and all special abilities or effects of an Heirloom Item will be strictly Find Out In Play at Plot’s discretion. Some Heirloom Items may not have any special abilities, but may instead represent extremely valuable Artifacts or may contain keys to secret knowledge and/or techniques to be discovered in play.

Constructing plate armor of any non-naturally colored materials (non-standard materials) requires you to purchase this Advantage. Leather can by dyed and chain can be iodized in any color without purchasing this Advantage, however all non-Heirloom plate armor must be painted or iodized with a base color of matte black (iron or blackened steel), brown or tan (wood), grey (steel), silver, gold, brass, bronze, copper, or white (bone). (Please note that shiny or high-gloss black represents Obsidian, which is a non-standard material.) Non-Heirloom plate armor may have accents or highlights of any color, so long as the base color is “natural” as indicated above, and phys-reps may be inset with jewels, ornately carved or engraved, etc, and may be painted as you wish, so long as the base color shows through and is easily identifiable. Heirloom armor may, however, be of ANY base color you wish, so long as the inside of the armor is colored uniformly to match the exterior base color. The base color must still be clearly visible from a distance, as above, but may be adorned or decorated and embellished as you wish.

Regular shields must, likewise, be matte black (iron or blackened steel), brown or tan (wood), grey (steel), silver, gold, brass, bronze, copper, or white (bone), and may be painted with other colors, leaving the base color visible beneath the pattern. Shiny or high gloss black is reserved for Obsidian shields, which can not currently be made in play, but are known to exist, and may be taken as your Heirloom Item. Please be aware, this was specifically designed for people desiring alternate colored or plexiglass (crystal) shields. All shields composed of oddball materials like plexiglass must be thick enough to safely take a hit without excessive vibration or motion within the material. Shields may not be flexible, they must remain rigid at all times, and all non-standard construction materials must be able to pass a rigorous safety check prior to being allowed to enter play.

All non-standard material phys-reps should be uniform in color and easily identifiable by their appropriate base color. They should either be translucent (plexiglass) or, if painted, should be of a uniform color on both sides to differentiate them further from mere painted-on designs. Shield padding should be edged in the same color tape as the base shield color.

The only exception to the Heirloom Item requirement for non-standard armor and/or shields is Ruby (red). Rather than take this Advantage, any player hailing from the Maerisian Subculture city-state of Pyralis may purchase a Ruby shield and/or armor at a 5x cost multiplier over that of a regular piece of comparable size and/or quality/level. To date, Ruby armor is the only type of plate armor known to exist that grants its wearer Threshold (meaning that any 1-point strike deals no damage to the armor or its wearer). Ruby armor is honed and carved from the shells of giant crabs, which are native only to that area of the world, and the Pyrallian people guard the secret of how to kill the crabs very jealously. Because it is an integral part of their culture, Pyrallian characters have access to the only known source of this unique material and do not part with it to just anyone. Any non-Pyrallian, even a fellow Maerisian, must gain the favor of a Pyrallian comrade, or must discover the secret to killing the crabs himself in order to acquire a Ruby shield or armor. This is primarily the reason why Pyrallian warriors are so universally feared and respected throughout Othonia.  Details MUST be in your Character Background.

Any color of armor or shields other than Ruby or those listed as “natural” cannot be made in play without first performing significant research and experimentation (IBGA’s). Any armor or shields constructed of a non-standard material is a complete mystery to all who behold it, as no one has yet figured out how to gemforge anything beyond a simple moldable blade. To date, all attempts to gemforge shields and armor have failed miserably, with the resulting attempts being too brittle to hold up to a solid strike. Ruby armor and shields are the exception, as they are literally pieces of crab shells that are cut and shaped and pieced together, they are not traditionally molded gemforged pieces.  For this reason, if you wish to use a non-standard color of armor or shield for your Heirloom Item you *MUST* have prior approval from Plot with an approved and fully justified Character Background Story, and all phys-reps *MUST* pass a thorough safety check, especially if they are constructed from plexiglass or another atypical untested substance.

Constructing a weapon of any non-natural solid colored duct tape requires you to either purchase this Advantage. Regular weapons must be brown or tan (wood), grey (steel), silver, gold, or white (bone). All Heirloom Weapons should be unique and easily recognizable. They should have a unique shape, unique hilt wrapping, and/or unique decoration to make them distinctive from average Player or MonsterTown weapons.

Gemforged weapons are not always Heirloom Weapons, and can be forged in play, however an Heirloom weapon may be any solid color you desire. If you use an odd-color of non-Duct Tape brand (such as burgundy, navy blue, etc) the tape color will simply default to the closest “traditional” color on the chart. If the color is vastly different from those on the chart (like ice blue, metallic colors, etc) the material and effects will be strictly FOIP. Only the standard Tape colors, or comparable colors in other brands, (white, brown, tan, grey, silver, gold, black, red, maroon, pink, orange, yellow, lime green, dark green, aqua or teal, dark blue, and purple) will count as gemforged weapons, and only traditional gemforged weapons will have the special gemforged imbuable abilities listed in the Gemforging Chart. Neon Tape will default to its base color (lime, yellow, orange, pink). If you wish to use a vastly different odd color of off-brand tape you must take this Advantage in order for your phys-rep to be approved for play. If you have any question or doubt about odd colors, feel free to email Plot with a picture of the tape in question. We will happily make a ruling about the material type in advance of your making the phys-rep.

Purchasing this Advantage automatically gives you a max-level gemforged weapon if you use a standard color, as indicated above. If you purchase this Advantage in order to simply save yourself the purchase cost of a standard Gemforged weapon, you will not have access to any FOIP effects, only standard max-level imbuables. This represents that the weapon will eventually be handed down to your own heirs, thus you are effectively the first owner of this Heirloom-To-Be. Be aware that non-Heirloom Gemforged weapons have a cost multiplier at the higher levels. This Advantage automatically gives you a level 5 Legend-Crafted weapon with all its appropriate imbueables and traits.

***Important note: ALL Patterned Duct Tape is reserved for plot use only. Those materials have not been discovered in play yet, thus they cannot be made at this time. Patterned Duct Tapes may be used for hilts or handle wraps if you wish, but not for the blade or striking area of the weapon.***

Inhuman Courage

Level 1 to 3 - Cost: variable, 4 - 8 Points

You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing raw talent, at Character Creation.

Level 1 - Cost: 4 - Fearless

You have trained your mind to overcome your fears and simply cannot be easily intimidated.

Mechanics: You are Immune to normal Fear effects.

Level 2 - Cost: 6 - Implacable

You have hardened your mind even against the greatest effects.

Mechanics: You are granted a mental resist after five minutes of meditation. Further, this ability may be used to stay conscious while you are critical, though you may only speak with a whisper and move at a slow crawl.

Level 3 - Cost: 8 - Heroic

You can summon your mental reserves to perform a last act even when bleeding to death, though it will cost you your life.

Mechanics: You may call “Last Act” and then use a single skill use or weapon strike, after which your bleedout count ends and you fall dead.

*** This Advantage may not be taken in conjunction with the Easily Manipulated or Coward Disadvantages. ***

Intuition

Cost: 2 Points per Level (max 10 Points / Level 5)

You instinctively know things. Call them gut feelings, hunches, or a sixth sense, if you will, but the fact is, you can sometimes gain clues about the world around you completely by accident.

Mechanics: Once per day per level, you may ask plot for a short answer to a specific question, but seldom will the answer be as simple as yes or no. You may ask "How do we defeat enemy x?" but the answer you receive may be "blue" - it is up to you to decipher what the clue entails and how to interpret it. Sometimes these may hold keys to future events, sometimes they may be more direct clues, like “How do I make this taste better?” - “Salt”. Whatever the case, the inspiration you receive will always be helpful once the puzzle pieces fall into place, which may take a great deal of time if misinterpreted. Your level does not change the quality or quantity of information received, only the number of uses. Intuition resets at Sunset daily.

This Advantage may be used to enhance the Written Word, Cartographer and Merchant Skills by adding one additional bonus point to your Total Skill Level (TSL).

You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing raw talent, at Character Creation.

Legacy

Cost: 5 Points

Many heroic characters mark your families history lending weight to your name as well as the responsibility to live up to it. You find those of upstanding morals more inclined to listen to and aid you. However, what is a good hero without a villain and who truly knows how many enemies your family members may have made.

Mechanics: This advantage primarily affects interactions with NPCs and the responses they have towards you, and can be listed in appropriate IBGAs.

Light Sleeper

Cost: 4 Points

You wake up at the slightest sign of noise or danger.

Mechanics: You will get 1 minute of advanced warning from a Marshal in the event of a cabin raid. Also, all Sleep effects that target you are halved (5 minutes instead of the usual 10 minutes). This Advantage should be indicated on your cabin or bunk notes at each event.

*** This Advantage cannot be taken in conjunction with the Heavy Sleeper Disadvantage. ***

Luck

Cost: 4 Points

Somehow you manage to come out on top at even the worst of times again and again, and nobody can quite figure out why. You happen to move at just the right moment, or say just the right thing at the right time. Some even whisper that you have gained the favor of The Trickster.

Mechanics: Once per day, you may call Luck in order to evade a single attack or effect. You may also use it to influence the results of a game of chance or a social interaction. In some circumstances, you may even call Luck to "accidentally" stumble on a clue or key piece of evidence, information, etc. You may not use your Luck to counter someone else’s Luck.

This Advantage may be used to enhance the Gambler Skill by adding one additional bonus point to your Total Skill Level (TSL).

*** You may NOT take this Advantage in combination with the Bad Luck Disadvantage. If you are cursed or manipulated into having Bad Luck as a temporary effect the two will cancel each other out completely. For the duration of the temporary effect, you may not access your natural Luck, but you also will not suffer from the effects of Bad Luck either. ***

Magic Sight

Cost: 4 Points

You can see the ebb and flow of magic, recognizing the glow of an incantation, and are easily able to identify elements and identify any spell known to you. You may even be able to identify unknown spells with research. Magic Sight is considered always on when determining ill effects from exposure to stimuli.

Mechanics: You can physically see Magic unless Blinded.

Magical Savant

Cost: 3 Points per Element

You are drawn so strongly to an element that you may learn its magic innately without needing to seek out a teacher.

Mechanics: You need not seek out a teacher, but can instead learn your spells IP with ten minutes of concentration and/or through IBGAs. You must buy this per single or dual element. This does not circle you in this element, but only teaches spells.

Medium

Cost: 2 Points

You can sense, see, speak to, and interact with Spirits (anyone wearing a purple Spirit Shroud or purple glow sticks). You can also see Ghosts clearly (people who are out of play wearing white headbands), and can discern details about their actions and appearances, but you know that any attempt to talk to them is a waste of time, as they are single-minded Haunts that cannot be communicated with or affected in any way. If you are physically in the Spirit Realm, you can see into the Mortal Realm, though this does not grant you the ability to cross between them. Medium is considered always on when determining ill effects from exposure to stimuli.

Mechanics: In order to communicate with a Spirit, you must point at the Spirit(s) that you wish to speak to and announce “Spirit, I See you.” At that point, the Spirit may engage you in a normal conversation, and you can see the details of the Spirit’s face to identify them if they are known to you.

Natural Immunity

Cost: 6 Points

You have a natural resistance to disease. Your body does not succumb to it easily.

Mechanics: Instead of taking the effects of a disease, you should roleplay the effects of an allergy. Lesser Disease becomes the same as Mild Allergy, causing 10 minutes of nausea and an inability to use skills or abilities. Greater Disease function as a Severe Allergy, causing an hour of unconsciousness unless awakened by healing skills or doses, at which point any remaining time passes as per a Mild Allergy above. After the hour, the character will suffer the effects of Confusion indefinitely unless a Remedy is administered. A Chronic Disease must be treated under the same terms as one normally would treat Greater Disease, or the character will suffer the effects of Confusion indefinitely until a Greater Remedy solution is administered.

*** This Advantage may not be taken in conjunction with the Weakened Immune System Disadvantage. ***

Noble Birth

Level 1 to 3 - Cost: variable, 2 - 6 Points

Your parents are or were nobility. Your level determines their status, position, etc. You may also use this Advantage to indicate famous ancestry. Perhaps your great-great grandfather was a Guild Master back in the day. In that case, you would be required, as an example, to purchase level 2.

Mechanics: This indicates lineage, as opposed to current levels of power/contact/influence, and can boost your reputation. Your relatives may or may not have any money left, or hold any sway over current affairs, but your family or ancestry is, never the less, well known and summarily respected. Sometimes all you need is your good name and reputation to broker a deal, sometimes it makes you a target for those who assume you to be more important than you are. You just never know. Just because you hold a Title or Land does not mean you are in good standing with the rest of your family, nor does it mean that your family has not fallen from grace. If you wish to be wealthy or have actual political or Guild influence you must take Well Off, Political Contact, and/or Guild Contact in conjunction with this Advantage. The Noble Birth Advantage is here solely for the purposes of granting you worldly respect and garnering information during your IBGA’s. Your family may be powerful, but they may not always be willing or able to help you without significant risk to themselves or the family as a whole.

This Advantage may be used to enhance the Socialite and Diplomat Skill by adding one additional bonus point to your Total Skill Level (TSL).

You may  NOT buy additional levels with EXP after Character Creation, as this Advantage represents the privilege of your birthright and family. Even if your family’s station increases within society, it will not change your personal lineage.

*** Please note this requires plot approval. Do not expect to play the Heir Apparent. ***

Level 1 - Cost: 2 - Landed Family

Among your direct lineage is a well-respected Merchant, Landed Noble, Famous Scholar, etc. Your family has (or had) a large estate and enough wealth to live quite comfortably, and likely has servants and many people in its employ. You hold no formal Title, however your family has quite the reputation among its peers and countrymen.

Level 2 - Cost: 4 - Titled Family

Your family boasts a Master Guildsman, County Governor, Tribal Chieftain, etc. Your family is Titled in your native land, making you a Lord/Lady, Duke/Duchess, Count/Countess, etc. You may choose whatever formal Title you wish, however you may not be descended from a Royal lineage.

Level 3 - Cost: 6 - Noble Family

Your direct ancestry hails from the lineage of a Legendary Guildsman, Senator, Regional Leader, War Council member, Family Head, etc. You are a direct descendant of someone who holds (or held) a great deal of power and influence, and may even be distantly related to your nation’s King, Emperor, President, etc. You may choose whatever formal Title you wish, and if you so desire you may play a distant relative of your nation’s ruling party, be it a past or present ruler. You must be at least 2 degrees removed from the throne (ie: a grandchild, cousin, niece, etc.) and may not play anyone in the ruler’s immediately family (no children, parents, or siblings).

Pain Resistance

Level 1 to 3 - Cost: variable, 4 - 8 Points

You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing raw talent, at Character Creation.

Level 1 - Cost: 4 - Unfazeable

While you are not incapable of feeling pain, you are immune to Pain Effects. You have learned to focus your mind in order to block out and ignore the negative debilitating effects on your body.

Mechanics: You still feel the pain, and should roleplay as such, but you are able to work through it. You may wince as you call “Immune” and then continue to move, fight, advance, etc, instead of acting out the usual debilitating 10 second Pain Effect. It should be noted that this ability may be used to Reduce Greater Pain (1 minute duration) and will lower that duration to a regular Pain Effect of 10 seconds, but Greater Pain may not be fully negated in this manner.

Level 2 - Cost: 6 - Unstoppable

You are so accustomed to the pain of wounds you may now press through the pain and keep going.

Mechanics: Once per day, you may Ignore Wound on the first wound you take that would damage a limb or fell you. You still take the damage when the fighting ends and will require healing or potentially stabilizing to prevent bleedout, but you are able to fight on with a broken arm, etc.

Level 3 - Cost: 8 - Juggernaut

Even the greatest of pains will not stop you.

Mechanics: You are now Immune to Greater Pain effects. Further, you have become so stubborn that it now takes an additional minute for you to bleed to death.

*** This Advantage may not be taken in conjunction with the Fragile or Pain Intolerance Disadvantages. ***

Past Lives

Cost: 5 Points

Whether you have walked this plane only once before or countless times, this is not your first life. Your soul is older than your body appears, and at times you can recall brief flashes or sensations from your previous lives. Yet those who know what to look for might recognize the familiar patterns of your spirit, returned to this realm.

Mechanics: Per plot approval you may have lived one or multiple past lives occasionally receiving visions, sensations, or insight from your previous lives.

Plot Chosen Advantage: Charmed Existence

Cost: 5

Fate has something in store for you. Let Plot decide your fate.

Mechanics: Most likely your Advantage will not mimic anything on this list, but, as always, Plot reserves the right to award these points as we see fit. We will always try our best to do so in keeping with the theme of the player's submitted Character Background History. Plot reserves the right to inform you that your Advantage is Find Out In Play. We may let you know ahead of time, or we may let you discover it in play.

Plot Chosen Advantage: Desinty

Cost: 10

Everyone knows we never choose our own Destiny.

Mechanics: As above, but with Destiny, you are ensuring that your character will have an epic retirement option once all is said and done. This Advantage may come to you in the form of a rare and unique item that you must protect at all costs, an insight into a greater world mystery, or a specific plotline that you alone hold the key to solving. Either way, once the dice are cast, you are just along for the ride. It won’t always be wonderful, but no road worth walking is ever an easy trek.

Political Contact

Cost: 4 Points

You have a friend, relative, or contact who is high up in the political scene within his or her Nation. This person will go out of their way to assist you if you ask. You must specify in your Character Background History the name, rank, title, position, etc of the person with whom you have forged your alliance, including how you came to know them and why they are so willing to help you. You do not have to be a citizen of a Nation to have a Contact within it. After all, friendships and alliances can be forged between the most unlikely of compatriots.

Mechanics: This Advantage is designed specifically to assist with downtime actions and the gathering of in-between-game information (IBGA’s). Very rarely will these named NPC's pay a visit in person.

Pure Soul

Cost: 10 Points

You are an inherently good person - pure of heart, with unshakeable faith in what you know to be the right course of action. Despite all odds, you never lose hope, and you never give up on your friends, even in the darkest hour when all seems lost. Some say you are a light unto the darkness…

Mechanics: You have an uncanny ability to walk through the grimmest of situations unscathed. You may call Immune to any temporary Corruption effects. Further, once per day (this Advantage resets at sunset), you may call “Resist” to any permanent Corruption effect. Any Corruption effects that do take hold on you are halved. Because of this, when the Corruption is healed or removed you only take a Pain effect, rather than falling unconscious after the ritual to remove Corruption is complete.

 

Once per event season (calendar year), you may use the tagline: “Light in the Darkness – Avatar’s Blessing.” You may call “Immune” to any permanent Corruption effects that target you. Likewise, if you are engaged in a Holy Quest (ie: a Quest assigned to you directly by the Oracle or one of the Avatars themselves), you may also call “Immune” to all regular damage, however a Killing Strike or Disintegration effect must be warded off with normal protectives and/or Skills.

Regeneration

Level 1 to 3 - Cost: variable, 5 - 15 Points

You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing raw talent, at Character Creation.

Level 1 - Cost: 5 - Lesser Regeneration

While your body cannot heal itself, your blood naturally coagulates very quickly.

Mechanics: Wounds stabilize automatically after one minute of bleedout if your character has not been dealt a killing blow or disintegration effect.

Level 2 - Cost: 10 - Intermediate Regeneration

Your body can actually heal itself to some extent.

Mechanics: After ten minutes of rest, you can regenerate one limb wound, even if it has been severed.

Level 3 - Cost: 15 - Greater Regeneration

Given enough time, your body will heal itself fully.

Mechanics: After ten minutes of rest, you can regenerate a torso wound or all limb wounds, even if they have been severed. Thus after 20 minutes you will fully heal without any treatment.

*** This Advantage cannot be taken in conjunction with the Fast Bleeder Disadvantage. **

Resilient

Cost: 6 Points

You have a natural resistance to poisons. Your body does not succumb to them easily.

Mechanics: Instead of taking the effects of a poison, you should roleplay the effects of an allergy. Lesser Poisons become the same as a Mild Allergy, causing 10 minutes of nausea and an inability to use skills or abilities. Greater Poisons function as a Severe Allergy, causing an hour of unconsciousness unless awakened by healing skills or doses, at which point any remaining time passes as per a Mild Allergy above. After the hour, the character will suffer the effects of Confusion indefinitely unless an Antidote is administered. An Instant Poison doesn't kill you, but instead will place you in a Coma. This must be treated with a Greater Antidote, and then the victim must be Awakened from their Coma by a Physician or someone with an appropriate skill. Awakening a patient who has not received a Greater Antidote will send them right back into a Coma again, as the poison remains active.

*** This Advantage may not be taken in conjunction with the Poison Susceptibility Disadvantage.***

Savant

Cost: 8 Points

You tend to be regarded as a prodigy of sorts and find your mind is capable of making leaps of logic that at times would stump others. This allows you to take a different view upon certain problems even in regards to skills or abilities you are not familiar with.

Mechanics: +1 TSL to all guild skills below level 3 and once per day you may use a guild skill of level 2 or below that you do not possess.

Seasoned

Cost: 10 Points

You are a veteran of combat having seen many seasons of battle and can predict and move with the flow of combat pushing yourself to recover faster between bouts.

Mechanics: Instead of the standard 10 minutes of rest between combats to recover your martial abilities you may recover them in 8 minutes.

*** This Advantage may not be taken in conjunction with the Easily Winded Disadvantage.***

Slow Bleeder

Cost: 4 Points

Your blood coagulates faster than normal, thus it takes longer for you to bleed out.

Mechanics: Instead of the normal five minutes of bleedout time, you have ten minutes until death.

*** This Advantage may not be taken in conjunction with the Fast Bleeder Disadvantage. ***

Soul Bond

Level 1 to 3 - Cost: variable, 4 - 12 Points

You have ritually bonded your spirit with another person. After character creation, this Advantage may only be increased through In Game means.

Level 1 - Cost: 4 - Attached

You can sense your bonded partner’s emotions and know if the person is in trouble or has died.

Mechanics: Plot will alert you as soon as possible to the sensation of danger or demise.

Level 2 - Cost: 8 - Entwined

You are in touch with your partner’s thoughts and mind.

Mechanics: You can communicate as per Telepathy with ten words or less with your significant other after one minute of concentration. May sense STRONG emotions of your significant other, regardless of distance.

Level 3 - Cost: 12 - Bound

You share a mind with your partner, and indeed, your bodies are but two halves of a whole being.

Mechanics: With ten seconds of concentration, you may exchange abilities and skills with your partner so long as you are within ten feet of each other. While one partner is borrowing a skill the other partner does not have access to it unless both possessed the skill and they are simply exchanging levels. Skills can be borrowed from an unconscious partner as the minds are still able to communicate without words. However, if you or your partner take a death you both take a death. Once per event if your soul bond partner is in danger you may Teleport to their location regardless of distance. For some reason this power cannot be used to draw them safely to you out of danger.

Swift Healer

Cost: 6 Points

Description: Your body naturally heals faster than most people.

Mechanics: You are given a level of Natural Accelerated Healing, which cuts the time required to heal in half, down to a minimum of 1 minute. This will not function unless you are Stable and does not prevent bleedout.

*** This Advantage may not be taken in conjunction with the Slow Healer Disadvantage. ***

Time Sense

Cost: 4 Points

You have an innate sense of the passage of time, and can accurately determine the time of day, day of the year, season, etc.

Mechanics: Your internal clock is so sensitive you are able to tell this information across planes, even when there is a difference in the flow of time.

Tattoo

Level 1 to 3 - Cost: variable, 6 - 10 Points

This Advantage may not be increased after creation, though a character can acquire additional tattoos with other powers once In Game.

Level 1 - Cost: 6 - Empowered Tattoo

You have an Empowered Tattoo.

Mechanics: Must be Phys-Repped. Functions as a 3 colored Empowered Tattoo from the Artisan skill. If taken in conjunction with the Disad "Freakshow," you can use the same tattoo for both, so long as the qualifications are met.

Level 2 - Cost: 8 - Arcane Tattoo

You have an Arcane Tattoo.

Mechanics: Must be Phys-Repped. Functions as a 4 colored Arcane Tattoo from the Artisan skill. If taken in conjunction with the Disad "Freakshow," you can use the same tattoo for both, so long as the qualifications are met.

Level 3 - Cost: 10 - Mana Tattoo

You have a Mana Tattoo.

Mechanics: Must be Phys-Repped. Functions as a 5 colored Mana Tattoo from the Artisan skill. Effects are FOIP, but not negative, and require the channeling of mana through the tattoo. If taken in conjunction with the Disad "Freakshow," you can use the same tattoo for both, so long as the qualifications are met.

Toughness

Level 1 to 3 - Cost: variable, 2 - 6 Points

You skin is unusually thick, making you more resistant to wounds and damage.

Mechanics: This ability allows you to absorb damage naturally as if you were wearing armor. This ability will stack with other Toughness Skills, Concoctions, etc, and is secondary to armor. Your armor must be breached before you can absorb wounds with Toughness. Once all of your Toughness is exhausted, you will take a wound as normal from the next damaging attack or effect. Once you are fully healed, however, your Toughness naturally rejuvenates itself and automatically resets as per combat skills. It cannot be reset at will. Note that the only difference between Toughness effects and Skin effects is you may only receive benefit from a single Skin effect at any given time, whereas sources of Toughness stack with Skin and other sources of Toughness.

You may buy additional levels with EXP after Character Creation, but you must buy at least the first level, representing natural ability, at Character Creation. The Tag Line for this is “Toughness”.

Level 1 - Cost: 2 - Iron Hide
You can absorb 1 point of damage before you take a wound.

Level 2 - Cost: 4 - Steel Hide
You can absorb 2 points of damage before you take a wound.

Level 3 - Cost: 6 - Diamond Hide
You can absorb 3 points of damage before you take a wound.

Well Off

Cost: 10 Points

Either your family has money, or you have made quite the name for yourself in your chosen field of business.

Mechanics: You receive a total of 1 gold per Gathering as a stipend, outside of any money acquired via skills.

Cultural Advantages

You may only purchase Advantages in this section that are from your character's Culture or Subculture.

Amari'z Innovation

Cost: 8 Points

Must be from the Amari’z Culture. Amari’z was founded by men and women whose innovation and determination knew no ends, leading to a nation of ingenious and outside the box thinkers. When faced with a challenge that you lack the equipment or tools to complete where others would give up and say die you forge ahead in the face of adversity.

Mechanics: When caught without the proper tools or equipment you may improvise with what you have on hand. Your improvised tools function at the same level as basic craft tools. In addition once per day you may attempt to substitute one craft material for another with varying success.

Wisdom of Ancestors

Cost: 8 Points

Must be from the Na’vari’z Subculture. You hail from the Na'vari'z tribes. Your people are an ancient and proud culture who have not forgotten how to listen to the voices of their ancestors and the land. When you quiet your mind, you can hear the wisdom of your ancestors as they offer you advice on the best course of action. Further, when all seems lost within the Dreaming you may call upon your spirit animal to guide your way.

Mechanics: Once per day you may take a moment to meditate upon an issue gaining insight into the best course of action similar to the effect of Weigh the Odds. Once per Event you may call upon your spirit animal gaining a +1 TSL to all actions taken within the Dreaming.

Anointed

Cost: 2 Points

Must be from the Ejherian Culture. You have been marked by one of the Pillars of Ejheria: Mer Medjay, Mer Haitey, Mer Ianew, or the Royal Palace. Because of this you are allowed entry into the restricted areas, and are favored by the White Lady. This can be purchased multiple times for different Pillars.

Fair Winds

Cost: 4 Points

Must be from the Lucciella Culture. Due to your time finding your way at sea, you’ve developed an uncanny knack for direction, and can always tell which way is North. Further, when in control of a sailed ship, you can Run Before The Wind, granting a Haste effect to your ship.

Oracle's Blessing

Cost: 6 Points

Must be from the Maerisius Culture. The Oracle has seen something special in your future, and has deemed you worthy of protection. As such, you may call upon her aid after Temple hours, and may call upon the Sanctuary of her Temple in times of distress. You gain a bonus level of Divination when divining on matters of Fate and/or Destiny, including your own.

Favored Son/Daughter

Cost: 6 Points

Must be from the Pyralis Subculture. While you may not be the first born son or daughter, you are treated as such, due to either a failure, or the death of the true first born. Because of this, you are able to speak for the family, and you have earned your ruby sword and shield. Note there is nothing additionally special about these weapons unless you also take the Heirloom Item Advantage.

Rhukichiin Curse

Cost: 8 Points

Must be from the Rhucichiin Culture. You have been trained in the Old Ways of the Rhukichiin, and have learned to lay their famous curse upon others that are deserving. While the curses are powerful, even deadly, a worse fate will come to those who curse another without due cause. There are 5 variations of the Curse, each more powerful than the last, and each requiring a more serious insult to warrant it:

Tied Tongue

Duration: 1 hour

 

Offense: When someone grievously insults you without cause.

 

Example: "You have insulted me, and I take offense. I Curse you with a Tied Tongue."

Effect: This Curse prevents the recipient from being able to speak correctly or say what they mean. Instead of whatever they would like to communicate, they will speak random words instead that make no sense. They will still be able to write clear statements if they are able to do so.

The victim, however, does not realize they are speaking gibberish. They can understand others, but cannot communicate their own thoughts into any coherent or recognizable pattern. They know they have been Cursed, but as far as they know their words are coming out just as intended. It can be very frustrating if you believe everyone is tricking you into thinking they can't understand you when you are being perfectly clear.

Tongue of Truth

Duration: Until Reset

 

Used:  When someone falsely accuses you of lying, stealing, etc, or otherwise defaces your Word of Honor.  (Note: this says falsely accuses you. if you really are lying, etc then you may not cast the Curse, so be wary of overusing it.)

 

Example: "I gave you my Word, and still you accuse me?  I invoke the Tongue of Truth upon you!”

Effect: The victim cannot tell any untruths.  They can choose to be silent, and may state they choose not to answer, however they can not lie, misdirect, or otherwise cover up their intended meaning. No holds barred, no pulling punches, no sparing feelings, no protecting personal agendas, just blatant wholehearted uncolored truth.

Ashes to Ashes

Duration: Until Reset

 

Used: When someone insults your Familia.

 

Example: "You dare insult my Familia? I invoke Ashes to Ashes upon you!"

Effect:  This Curse keeps you from taking any nourishment from food or drink. This includes alchemical potions, culinary portions, pharmaceutical doses, etc. You may still be affected by blade poisons, traps, etc, but may use nothing that is specifically taken orally. Likewise, food and drink do not satisfy you. You should eat normally, but roleplay the fact that you constantly feel weak and dizzy and still feel hungry or thirsty no matter how much you eat or drink.

Warrior’s Curse

Duration: Permanent until removed

 

Used: When someone intentionally attacks or kills yourself or another Rhukichiin.

 

Example: "You have harmed me and mine. I invoke the Warrior's Curse upon you!"

Effect: This Curse prevents you from resetting your combat abilities with rest, effectively changing each one to a per day skill. This only affects combat skills such as from martial schools, and does not affect mana gain. Spells such as Inspirational Flame or Tactician abilities will reset skills as normal.

Death Curse

Duration: Instant effect, 1 hour until death

 

Used: When someone interrupts an Ancient Memory.

 

Example: None - Plot will enact this on behalf of the Oracle by speaking through you if needed.

Effect:  This duplicates a Death Poison, but is not curable through any means. The victim simply dies in one hour. Once dead, they may be resuscitated as normal with Lightning in a Jar. The only counter for this Curse is to apologize to the one whom you interrupted. You must beg forgiveness and throw yourself at their feet, and pray that the Oracle hears your plea and determines that you are sincerely sorry.

 

Blood Mark

Cost: 6 Points

Must be from the Tecuanitzl Culture. You are one of the fierce warriors of Tecuanitzl, and once per day you can mark your face with blood, granting you the ability to reset your combat abilities as if you went through a full rest period.

Child of the Gardens

Cost: 4 Points

Must be from the Itzcali Subculture. You have grown up near the Gardens of Chinampas, and are very familiar with the uses of plants. Because of this, you gain a +1 TSL on Botany, and are able, once a day, to use a Natural Stabilize by gathering nearby plants and pressing them into the wound.

Bloodline

Cost: 4 Points

Must be from the Vikaa’ran Culture. You have a long line of famous ancestry. In fact, you are a direct descendant of one of the Founding Bloodlines. Because of this, other Vikaa’rans that are aware of your blood will tend to respect you and will sometimes defer to your judgement.

Honorable Ancestor

Cost: 4 Points

Must be from the Sheng Tai Culture. You have an Ancestor who watches over you and guides your path.

Mechanics: Once per day you may draw upon your Ancestor for Intuition. Further, Plot may come to you with advice from time to time.

Racial Advantages

You may only purchase Advantages in this section that are appropriate for your character's race, as listed in the descriptions.

Flight

Must be a race that possesses wings. These are three seperate skills, and must be purchased at character creation.

Glide - 3 Points - Cocohtl, Fayren, other winged creature. Where others would fall to their deaths from a careless misstep you are able to spread your wings and glide to a relatively safe landing. You do not take falling damage unless your wings have been broken or you are unconscious.

True Flight - 6 Points - Cocohtl Only. Must have Glide. You are no longer bound solely by the whims of gravity and are able to overcome them and take to the sky. While you may still have hollow bones, you are still heavier than a normal bird, so while flight is possible, it can be exhausting. Also, to stay in the air you must be able to keep moving at high speed, so this ability can only be used outside. You may call a Fair Escape once per day by flying away, unless your pursuer can also fly. Further you may be able to fly in roleplay scenes with Plot approval.

Hover - 6 Points - Fayren Only. Must have Glide. You may hover in place above the ground. This allows you to once per day negate ONE physical challenge such as jumpy stones, tightropes, or fly over an area with floor traps. Because you are able to remain still in the air, this ability can be used indoors as well.

Cochotl

Constant Vigilance - 5 Points - Cochotl Only. Even when relaxed your senses remain sharp alerting you to potential threats and allowing you to react before others have had time to so much as blink.

Mechanics: Once per day Dodge.

Feather Light - 4 Points - Cochotl Only. Where most humanoids bones are solid yours are light and hollow in construction leading to you weighing far less than the average being. This allows you to cross delicate footing that would give out under the weight of others and pass over traps fine tuned for heavier beings.

Mechanics: Once per day you may call a Resist to a pressure plate trap or weight triggered trap/natural event.

Fayren

Fay Dust - 5 Points - Fayren Only. Your connection with the realm of dreams is strong allowing the dust from your wings to guide others there as well.

Mechanics: Once per day you may throw a packet delivered Sleep to simulate blowing the dust from your wings into the faces of your target.

Human

Seize The Day - 4 Points - Human Only. Life is too short to live in constant fear of the world around you and what may come. You face each day knowing it may be your last and seek to make your mark upon the world for good or for ill.

Mechanics: Once per day Fear Resist.

Kaliska

Dogged Determination - 5 Points - Kaliska Only. You are loyal and determined. When your friends and allies are under attack nothing will stop you from rising to their defense.

Mechanics: Once per day you may use Ignore Wound.

Keen Nose - 3 Points - Kaliska Only. Your sense of smell is unusually sharp allowing you to smell emotions such as fear, lust, and excitement the same as sense emotion.

Miu

Land On Your Feet - 2 Points - Miu Only. Like all Miu you are light and agile allowing you to twist and land on your feet when others would fall on their tails.

Mechanics: Once per day you may call a resist to a Fall Down effect.

Whiskers - 5 Points - Miu Only. Your whiskers act as fine tuned radars allowing you to sense what others may not see is there.

Mechanics: Once per day you may Detect Concealment. This does not mean you can see concealment, but sense the general area in which someone may be concealed.

Ragna'ar

Hard Headed - 4 Points - Ragna'ar Only. You are hard headed. Literally.

Mechanics: Once per event you may use your head as a makeshift battering ram to break down a barricade or door. This takes the same amount of time as it would to open with a crowbar, though strongman may lower this time. After you’ve succeeded in breaking down the barrier you take a Fall Down effect as you attempt to recover from the impact.

Stubborn - 5 Points - Ragna'ar Only.  You're bull-headed and hard to control making you unlikely to be swayed from your path by words.

Mechanics: Once per day Mental Resist.

Syrene

Syrene Song - 5 Points - Syrene Only. Your voice is relaxing and pleasing to the ear mesmerizing those who listen to you speak or sing.

Mechanics: Once per day you may use your voice to Mesmerize one person with whom you hold eye contact with.

Waterborn - 5 Points - Syrene Only. You are born of the waves thus the harsh realities of the water are known to you allowing your body to become adjusted to such difficulties.

Mechanics: Once per day you may call a Water Resist.

Ticker

Punch Card - 2 Points - Tickers Only. You were either created with or have recently had a Punch Card Slot installed to allow the use of Punch Cards.

Specialized Parts - 2 Points - Tickers Only. You contain additional parts (organic, gem etc.) which allow you to be healed by the appropriate skill (Surgery, Gemforging, etc.) in addition to Engineering. This can be purchased multiple times for different skills.