| Ambidextrous
– you can use either hand equally well, so neither hand counts
as offhand. (3 points).
Danger Sense – you rarely get caught by surprise. The gm must roll automatically to see if you avoid traps or ambushes, even when you aren’t looking for them. This is an innate sense. You also get the chart 3 bonuses toward the difficulty to sneak up on you. (20 points) Graceful in Armor - you are better in armor, and as such you dexterity penalty to wearing armors are reduced by 1 step, (maximum of 0 penalty). (5 points) Natural Born
Leader – you just command respect, people feel more
compelled to follow your lead. Designate one task per session and all
party members get a bonus (calculated by chart 1 in advantages chart)
to accomplishing that task. (5 points) Healing Touch –
your character knows what is wrong with others physically. You are
able to help heal somebody much more easily than others since you
already know what is wrong. Advanced Chart 1 progression using first
aid as skill one, and surgery as skill 2(15 points) Or
you get the chart 2 bonus toward hand to hand combat. (10 points). Or you get a 1 step bonus to your strength when calculating your damage ability for Hand to Hand combat (10 points). All versions may be
purchased.
Well to Do – you have about 2 to 3 times the wealth of an average person. You can afford some of the nicer things in life, and not have to worry about too much debt as a result. (15 points).
Richer Than Most – you have so much money that you don’t even have the foggiest of what to do with it all, somewhere in the area of 20 times the wealth of the average person. (25 points).
Strong Immune System – you are better capable of resisting diseases than others, when rolling to see if you succumb to a disease you get the bonus listed in advantage chart 3 (5 points). Well Balanced - you are well balanced and less likely to fall in tight rope situations. Chart 1 bonuses toward balance checks. (8 points). |