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Advantage ListThe Advantage system is generally used as per 7th Sea. Certain advantages have been modified and new ones added, based on the Benefices in Fading Suns. |
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| Advantage Name | Cost | Description |
|---|---|---|
| Able Drinker | 2 pts | Drinking liquor never affects your die rolls. |
| Academy | 4 pts, 2 pts for Hazat | Martial skills cost 1 pt (instead of 2 pts) each when first making the character. |
| Androgynous | 2 pts; 1 pt if Decados | You can easily pass for the opposite gender. Gain two unkept dice for all such Disguise rolls. |
| Appearance: Above Average | 5 pts | +1 unkept die on social rolls. |
| Appearance: Stunning | 10 pts | +2 unkept die on social rolls. |
| Appearance: Intimidating | 15 pts | +3 unkept die on social rolls. |
| Appearance: Blessed Beauty | 20 pts | +4 unkept die on social rolls. |
| Brilliant | 3 pts | You get +1 unkept dice on Conception Checks (as per the Invention rules). |
| Chapter House | varies; religious and knightly orders only | You have free access to the chapter houses and libraries or your order. |
| Citation | 4 pts | +10 reputation points. (You cannot also get the Scoundrel advantage.) |
| Cloistered | 4 pts | You grew up in a monastery or nunnery. You took a vow to abstain from one of the 7 deadly sins (typically poverty, chastity, and humility). You get Priest skill for free. You get +10 on rolls to resist breaking your vow. You no extra income but you start with 20 firebirds. |
| Close Family Member | varies | You can call on a close family member once every 3 months for assistance. Scholar (1 HP), Priest (2 HP), Courtier/Skilled /Society Member/Merchant (3 HP), Duelist/Psychic (4 HP), Commander (5 HP), Head of Family (10 HP). (This advantage can be purchased up to 3 times, each for a different person.) |
| Combat Reflexes | 3 pts | May re-roll one initiative die each combat round. |
| Commission: Guild | varies | Chief/Entered=2, Manager/Fellow =4, Director/Crafter=6, Consul/Engineer=8, Dean/Master=10 |
| Commission: Imperial Eye | varies | Recruit=1, Agent=2, Field Agent =4, Supervisor=6, Spy Master=8 |
| Commission: Military | varies | 2=corporal, 4=sergeant, 6=lieutenant, 8=captain, 10=major. Military members have allies in the military, are well equipped, and have influence in their House. Income is as per Fading Suns rules. |
| Connections (Allies) | 3 pts each | You know a close friend who would walk through fire for you. You may have a number of connections equal to your Panache. |
| Connections (Confidants) | 2 pts each | You know a person you trust, but would not risk their life for you. You may have a number of connections equal to your Panache. |
| Connections (Informants) | 1 pt each | You know a person who will help if paid. You may have a number of connections equal to your Panache. |
| Coven | varies (1-10); Psychics only | You know the location of a coven. How large or safe it is depends on how many HP you spend. |
| Cybernetics | varies | You have cybernetic enhancements; HP cost is generally 2/3 of the Benefice cost indicated in Fading Suns, round to closest. |
| Dangerous Beauty | 3 pts | +2 unkept dice on seduction rolls. |
| Dispossessed Noble | 5 pts | Take this instead of Noble. You start with 4,000 F, but have no monthly income and spend 35 F/week to maintain your lifestyle. You become a full noble if your lands are reclaimed. |
| Eagle Eyes | 2 pts | +10 on perception checks at a distance. |
| Faith | 5 pts | You're not sure what this does. Have faith! |
| Gentry | 8 pts | You are an unlanded noble. You start the game with 7,000 firebirds, but you have no income. You get +5 on Mooch knack rolls. |
| Grease Monkey | 3 pts | You get +5 on Tech Redemption Checks. |
| Gossip Network | 1-4 pts | 1=City or community; 2=Planetwide; 3=One Royal House's holdings; 4=Known Worlds |
| Heir | 5 pts | You are next in line for some position of importance. When your parents die, you might become duchess of the Al-Malik, inherit a Charioteer spaceship, or lead the Vorox, but you have no idea when this may happen. |
| Higher Education | 10 pts | Civil advanced knacks for 1 HP (instead of 3 HP) per rank when first making the character. You can speak and read/write Latin. |
| Home Neighborhood | 2 pts | You have a home neighborhood on a specific planet. You get +5 on social rolls in this area and have Streetwise rank 5 while in this area. |
| Householder | 2 pts | You are employed or in some way closely associated with a noble house, merchant guild, or Church sect. You hold no rank but gain occasional benefits and help. |
| Indomitable Will | 3 pts | +2 unkept dice on contested social rolls. |
| Inheritance | varies; 1 pt less for Al-Malik, min. 1 pt | 300 F per HP spent. Alternately, you may get an item (generally 2/3 of the Benefice cost indicated in FS, round to closest.) |
| Keen Senses | 2 pts | +1 unkept die for skill checks involving your senses. |
| Language | varies; +1 pt to read and write (when available) | See list. |
| Large | 5 pts | +1 unkept die on damage and Intimidation rolls. (You cannot also get the Small advantage.) |
| Left Handed | 3 pts | +1 unkept die on attack rolls with left hand. Your right hand is your off-hand. |
| Legendary Trait | 3 pts | You may raise one trait of your choice to 6 by spending experience. (You can only get this for one trait.) |
| Linguist | 2 pts | All languages cost 1 HP less (or 3 XP less) to purchase with a minimum of 1 HP (or 3 XP) unless it starts at a cost of 0. |
| Local Hero | 2 pts | You receive one extra reputation die while on a specific planet due to an action performed there in the past. |
| Man of the Cloth | 2 pts | You must have either the Ordained or Cloistered advantage. You gain 5 reputation points. You are known for piety and wisdom. |
| Man of Will | 25 pts | You are immune to mind-altering Psi and Theurgy effects, effects of the repartee system, and the effects of fear. You do not take penalties when Crippled. You may not take a Hubris, but you may take a virtue at a cost of 5 HP. |
| Membership: Adamantine Order | 4 pts | You get a 3-pts Connection (Ally: Eskatonic priest), the Ascetism skill, and a 1-pt Patron for free, and a 3-pts Vow (Protect Eskatonic priest) Background for which you don't get XP benefits |
| Membership: Guild (Specify) | 4 pts | You get the appropriate guild skill for free: Charioteer, Engineer, Muster, Reeve, or Scraver. You get the beginning rank of Associate (Apprentice for Engineers). |
| Membership: Order of St. Yara | 4 pts | You get a 3-pts Connection (Ally: Amalthean healer) and a 3-pts Patron for free, and a 3-pts Vow (Protect Amalthean healer) Background for which you don't get XP benefits |
| Membership:Order of the Mantis | 3 pts | You get three 1-pt Connection (Informants) for free, a 4-pts Patron, and a 2-pts Oath of Fealty (Duchess Salandra Decados) Background for which you don't get XP benefits. |
| Membership: Order of the Shroud | 5 pts; Psychics only, secret | You get a 6-pts Coven and a 4-pts Gossip Network for free, and a 3-pts Vow (Protect those in need) Background for which you don't get XP benefits |
| Membership: Order of Vladimir | 3 pts | You get a 2-pts Connection (Confidant) and the Courtier skill (or 4 HP usable only on Courtier knacks if you already have the skill) for free. You gain a 1-pt Obligation (Order of Vladimir) Background for which you gain no XP benefits. Anti-Republican leanings a must. |
| Membership: Questing Knights | 5 pts | You get an Imperial Charter, a 700 F/yr income, a 3-pts Oath of Fealty (Alexius) Background for which you don't get XP benefits, and +10 Reputation for free. You must be noble (Noble, Dispossessed Noble or Gentry) and show appropriate behaviour and skills. You will be held to a high level of scrutiny. You cannot be a Scoundrel and take this Advantage. |
| Membership: Swords of Lextius | 4 pts | You gain the Ascetism skill, a Church Charter, and a 300 F/yr stipend for free, and a 3-pts Oath of Fealty (Patriarch) Background for which you don't get XP benefits. You may purchase the Faith advantage at -2 pts cost. You must take an appropriate Vow Background for which you gain normal benefits. |
| Miracle Worker | varies | For each 5 HP, get 1 Miracle die per story (maximum 3). At end of story, get 2 XP for each unspent die. GM spends the dice to give benefits to the character |
| Night Trained | 4 pts | Lose only 1 kept die (instead of 2) in dim light. Lose only 2 kept die (instead of 4) in total darkness. |
| Noble: Royal House | 10 pts | Your family is not only of noble blood from one of the five Royal Houses, but is in good standing. Gives the rank of Knight. You get the Courtier skill for free. |
| Noble: Minor House | 5 pts (7 pts for Keddah) | Your family is not only of noble blood from one of the five minor Houses, but is in good standing. Gives the rank of Knight. The maximum Rank you can buy is Marquis. You get the Courtier skill for free. |
| Obun Ally | 2 pts | You have an Ur-Obun ally. You can count on him, but he'll count on you and his troubles can be bigger. |
| Obun Blood | 5 pts; Juandaastas only | You have Appearance: Above Average for free, a 2-pts Dark Secret Background for which you gain no XP benefits, and you may buy Psionics for 5 pts less. |
| Ordained | varies | You are a priest in the Church of the Pancreator. You get the Priest skill for free. You get +5 on social rolls with adherents to your faith. (Novitiate/Apprentice=1, Canon/Oblate=2, Deacon/Acolyte =4, Priest/Adept=6, Bishop/Master=8, Archbishop=10) |
| Pain Tolerance | 4 pts; 3 pts for Decados | You can take an additional dramatic wound before becoming crippled. This does not change the number of wounds necessary to make you unconscious. You also get +5 on rolls to resist interrogation based on torture. |
| Passage contract | varies | (1=Tramp freighter, 2=Transport, 3=Stateroom, 5=Luxury Liner, 7=Ship at your command) |
| Patron | varies | You have a patron who provides you a revenue stream of: 5 F/month (2 HP), 10 F/month (3 HP), 20 F/month (4 HP), 40 F/month (6 HP), 60 F/month, or 160 F/month (10 HP). |
| Patron Saint | 3 pts | As long as you properly honor a specific saint, you gain the benefits that saint grants. |
| Penitent | 5 pts | You are a Church-sanctioned Psychic. You need not fear persecution; you receive Faith and a 3-pts Patron for free, and a 3-pts Oath of Fealty background for which you receive no XP benefits. Psychics only. |
| Poison Immunity | 1 pt | You may ignore all effects of a single type of poison. You may purchase this advantage as many times as you like for different poison types. |
| Property | varies | You own property somewhere. This costs 1 HP for every 3,000 F of value. |
| Rank | varies | Baronet=2, Baron =4, Earl/Count=6, Marquis=8, Duke=10. You must be Noble to take this Advantage. |
| Regular Dock Space | 2 pts | You have a regular space to dock your ship, instead of having to bribe that port's authority every time... |
| Research Library (complete) | 3 pts | You have a small library. Anyone spending a month studying gets 1 XP to spend on a Civil knack. This may be done once per story (no matter how many libraries are visited). The library gives +5 on a Conception Check (as per the Invention rules) if you spend more than half of the invention time in the library. |
| Research Library (incomplete) | 1 pt | You have a small library. Anyone spending a month studying gets 1 XP to spend on a Civil knack. This may be done once per story (no matter how many libraries are visited). The library gives +5 on a Conception Check (as per the Invention rules) if you spend more than half of the invention time in the library, but there is a 20% chance that you get a -5 instead. |
| Righteous Wrath | 5 pts | You cannot also have the Miracle
Worker advantage.
Each story you receive 2 miracle dice. These dice can be spent as follows (cannot use any except Vanishing Act on someone with Faith advantage):
|
| Scoundrel | 3 pts | -10 reputation points. You get Streetwise skill for free. (You cannot also get the Citation advantage.) In addition, you may opt to buy a Wile or Fault (Villain Arcana) instead of a Virtue or Hubris (Hero Arcana), subject to GM approval. Some of these may need to be modified to make them acceptable (e.g., the "Recurring" Wile would definitely need to be adjusted.) |
| Second Republic Artifact | varies; GM permission only. | You get one artifact. HP cost is generally 2/3 of the Benefice cost indicated in Fading Suns, round to closest. |
| Secret Laboratory | varies; Engineers only | You have your own secret laboratory. |
| Servants | 3 pts | Each time you buy this advantage you get either one Henchman (50 HP character designed by the GM) or six Brutes (at threat level 1). |
| Small | 2 pts | +1 unkept die on Stealth and Shadowing rolls. -1 die on first damage roll each combat. (You cannot also get the Large advantage.) |
| Spark of Genius | 2 pts | You have an intuitive understanding of a given field and get +5 on rolls with that knack. Choose a knack with a mental or scholarly aspect, such Accounting, Mech Redemption, Singing, or Tactics. |
| Specialty | varies | Gain rank 1 in a knack not in any skill you have. 1 HP for a basic knack. 3 HP for an advanced knack. (May be purchased up to 3 times.) |
| Toughness | 5 pts; 3 pts for Decados | +1 kept die on wound checks. |
| University | 4 pts, 2 pts for Li Halan | Civil skills cost 1 pt (instead of 2 pts) each when first making the character. |
| Unreflective Jack | 5 pts | One free 4 HP background. If it is resolved, you get another one for free. |
| Well-Travelled | 2 pts: a Royal House's Fiefs; 4 pts: the Known Worlds. | You have been around a bit, and have heard a bit more. You have the equivalent of Area Lore 2 everywhere in this area |
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