Absolute Direction (1)
This character never gets lost. He adds two dice to any rolls involving
direction or mapping.
Ambidextrous (3)
This character may use both hands without penalty. Any character who
does not invest in Ambidexterity rolls two fewer dice when using his off-hand.
Bonded
(10)
This character has been bonded to an Aes Sedai. This allows them to
take more wounds (Earth is one higher for the benefit of calculating the
number of Serious Wounds that can be taken and Stamina is one higher for
the purpose of wound checks) and can sense Shadowspawn when they get near.
However, they are bonded to an Aes Sedai who will order them around a great
deal and if the Aes Sedai should ever die, not only do you lose this advantage,
you must take the 'Driven' Disadvantage with your quest being to avenge
them. Finally, you also have a knowledge of the White Tower (take the Advanced
Scholar knack of Lore:White Tower for free at rank 1 whether you have Scholar
or not). This advantage requires you to have at least some martial skills.
Charismatic (3)
People are attracted to you. It may be your looks or your charm, or
may be both. You just have that certain "something". Whenever you make
a roll involving persuasion, keep an additional die.
Clear Thinker (2)
It isn't easy to trick you. Whenever another character tries to confuse,
befuddle or lie to you, add 10 to the TN.
Commission (2, 4, 6 or 8)
You are a member of some army or other. 2 points gets you a Corporal,
4 a Sergeant, 6 a Lieutenant and 8 a Captain. If you take this advantage,
you can expect a number of good points. Firstly, you always have a retinue
of allies, all wearing the same uniform. Second, you will be well equipped.
Lastly you can command a great deal of respect and influence in your country.
Don't expect to be bailed out of every situation though. You will also
not tend to get a group of soldiers to use as fodder.
Connections (1, 2 or 3)
A Connection is someone willing to help you when you need it. Whe you
buy this, make sure you clear who and what the connection is with the GM.
1 point gets you an informant (they will provide information - for cold
hard cash), 2 points gets you a Confidant (someone you can trust, but not
a friend. They will help until it looks like it is going to go badly for
them) and 3 points gets you an Ally (they will do pretty much anything
you ask of them - but be careful. A nasty job may make them like you less).
Dangerous Beauty (3)
You have a certani something about you that attracts members of the
opposite sex. You can always roll 2 extra unkept dice or any seduction
attempts.
Dreamwalker (5)
Taking this advantage allows you to purchase the Dreamwalker skill.
Eagle Eyes (2)
The character can see further than most people. He receives two Free
Raises for rolls that involve seeing something far away.
Higher Purpose (2)
You have dedicated yourself to a sigle goal, a single objective. Whenever
you take a step toward achieving your Higher Purpose, you gain an extra
experience point at the end of the session. Make sure you clear what your
Higher Purpose is with the GM.
Indomitable Will (3)
You are a stout soul, set in your ways and hard to convince; you ca
nstand in a room of bickering nobles and never feel the need to side with
any of them. Roll two additional unkept dice when resisting Contested social
rolls.
Inheritance (1-10)
You have inherited something of value. This could be an item or a stash
of cash. Whatever it is, it is yours. Tell the GM what you want and they
will tell you how many points it will cost.
Keen Senses (2)
You have very accute senses, making you more likely to spot a small
mark on the floor or detect the faint taste of almonds in your tea. You
receive one extra unkept die for any Skill checks that involve one of your
senses, as well as any checks for Surprise.
Languages (Varies)
Table to be inserted here.
Large (5)
You are a big person. All Damage and Intimidation rolls have one extra
unkept die. You can't buy Small.
Left-Handed (2)
You are left-handed. All attack rolls are made with one additional
unkept die as people aren't used to fighting left-handers. Your right hand
is considered your off hand.
Legendary Trait (3 or 6)
For some reason you have a greater potential in one of the Traits than
a normal person. Nominate one Trait. You may purchase this Trait up to
rank 6. You still can't go above rank 3 when you start the character (4
with a racial bonus). If you really want to, you can buy this multiple
times, though additional Legendary Traits cost 6 points rather than 3.
Luck (3, 6 or 9)
For every level of Luck, you may re-roll one unsuccessful roll during
a session.
Quick (5)
You are simply faster than other people. When determining the phase
to act in, roll one additional unkept die.
Sheathing The Sword (3)
You understand the principle of Sheathing the Sword - that when there
is something you want above all else, sometimes the ultimate price is still
cheap. When you face death you enter into a thoughtless trance that gives
him greater courage in the face of adversity. A character with Sheathing
the Sword automatically succeeds at Fear Rolls.
Small (2)
You are a little smaller than most. You gain one unkept die to all
Stealth or Shadowing rolls. You must also drop one additional die from
your first Damage roll each combat. You obviously can't buy Large.
Sight Auras (5)
This advantage allows the purchase of the View Auras skill.
Sniffing (5)
This advantage allows the purchase of the Sniffing skill.
Spark To Channel (30)
This advantage allows you to buy the Channelling skill. There is also
no limit to how high you can take the knacks (until you reach 5 as usual)
Strength Of The Earth (8)
This advantage means that the character is only at a -1 disadvantage
when crippled rather than -2.
Talent To Channel (15)
This advantage allows the buying of the Channelling skill. However,
you may only ever have one basic knack above 3, and it must be Spirit or
an element appropriate to your gender.
Ta'veren
(4)
When this character was born there was a great problem of some kind
in the Pattern, and thus, a Ta'veren was spun out. The Great Wheel
moves this character slowly and surely towards a particular task. If this
character takes damage that would kill him, he is reduced instead to 1
Serious Wound less that he can take before dying. The Wheel will only protect
a Ta'veren in this fashion once per game session.
Tied To The Wheel (8)
You are someone who has been reborn. In a previous life you were a
great hero, and the Wheel tied your soul to itself that it might use you
again. When you are confused about something, you can use a Spirit Point
to remember something from one of your past lives.
Voice (2)
A character with the Voice Advantage has 1 additional unkept die for
rolls involving speaking.
Way Of The Land (2 or 4)
You know a certain country like the back of your hand. You never get
lost and know all the best travel routes. This may be bought multiple times,
2 points for your home country or 4 points for a different country.
Wolfbrother (7)
This advantage gives you yellow eyes and the Eagle Eyes advantage for
free. You can also buy the Wolfbrother skill.