Advantages
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Listed here are the various advantages that you can purchase with your Character Points. Next to each is the cost and beneath each is a brief description of what it does for you. For some of them, there is further information that only someone that takes the advantage would know about, and even then they might not know it yet. If this is the case, click on the name of the advantage.

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.