Advantage
Each hero can spend a maximum of 80 AP for advantages during hero creation. Be sure to include any advantages you receive automatically for your character’s race.
Each hero can spend a maximum of 80 AP for advantages during hero creation. Be sure to include any advantages you receive automatically for your character’s race.
Ambidextrous grants the hero the innate ability to use both hands with equal dexterity. …
Some Aventurians are especially talented in certain skills. They rarely make mistakes and their performances are distinctly better. …
The character has a distinctive voice that most intelligent beings find pleasant. …
Only heroes consecrated to and accepted by the gods may become Blessed Ones, at which point they can receive KP and use liturgical chants. …
Contortionists can bend their bodies in extreme and unusual ways (for example, to force themselves through tight openings or more easily slip out of manacles). They’re also more flexible than typical people. …
There are beings on Dere who can see in very low-light conditions as if it were the brightest day. Non-human races like elves, dwarves, orcs, and goblins all have Darksight. …
Nobody knows why, but the hero is particularly resistant to magic. This advantage is especially common with dwarves, who are reputed to be uniquely steeled against magic. …
The hero has an inner compass that grants a sense for true north and the other cardinal directions, whether in a forest, a building, or an underground complex. …
Dwarf’s Nose is a supernatural instinct for finding the location of secret doors, entrances, or cavities. Even though this advantage is most common with dwarves, other races can have Dwarf’s Nose, too. …
The hero is particularly competent and performs far better than average with a certain combat technique. …
One of the hero’s physical senses is extremely highly developed, either by birth or due to some significant life event. It’s especially common for non-humans like elves to surpass humans in this manner. …
The hero is particularly competent and performs far better than average in a certain ability (skill, spell, or liturgical chant). …
The hero can feel the presence of traps that cannot otherwise be perceived with normal senses. This might be a magical trap cast on a chest, or a cursed item, or a mechanical trap that is undetectable to the normal five senses. …
The hero is especially handsome or lovely compared to other members of the same race. This appearance appeals to most intelligent creatures. …
Spellcasters with this advantage can hide their magical gifts from others. Witches in particular often possess this advantage. …
The hero is immune to a specific disease, either by birth or by immunization. …
The hero is immune to a specific poison, either by birth or by immunization. …
With this advantage, a magical hero recovers more AE during each Regeneration Phase. …
With this advantage, a Blessed hero recovers more KP during each Regeneration Phase. …
With this advantage, a hero recovers more LP during each Regeneration Phase. …
The hero can take in more AE than the average spellcaster. …
The hero can gather more KP than the average Blessed One. …
The hero is resilient and can take much more punishment than an average Aventurian. …
It’s hard to break this hero’s will, especially with spells and liturgical chants. …
The hero suffers less from poison, disease, and other detriments that have a negative physical effect. …
Some Aventurians have an innate sense of time, telling them the exact time of day, even if they have no idea about the position of the sun. …
An adventurer with this advantage appears trustworthy to most intelligent beings. …
Some spellcasters are not so adversely affected as others when wearing or touching iron or steel. …
Some adventurers always seem to escape from the most dangerous situations with their skins intact. For some reason, your hero has that extra little bit of luck. …
Some spellcasters are particularly comfortable in certain environments or situations. Most common are Creatures of the Night, who experience their greatest potential during the hours of darkness. …
Among Blessed Ones, some priests follow a spiritual and mystical path, and prefer to retreat from the world into self-chosen rapture. …
The hero is a good public speaker, a true inspiration who can motivate others. …
Some creatures can go a long time without any sleep at all. Elves in particular are known for staying awake for days on end without suffering fatigue. …
Nimble persons are much faster than most people and can cover great distances in surprisingly short times. …
Heroes with this advantage are of noble birth and enjoy the respect and many attendant privileges in their culture. Level I includes knights and other minor ranks. Level II includes lesser nobles like lords and highranking knights. Level III of this advantage entails the approximate influence of a Middenrealmish baron. Some cultures have different titles for their nobles. …
Heroes with this advantage exude a scent which most intelligent creatures on Dere find pleasant. …
Among Blessed Ones, there are priests who care more for the worldly rather than the spiritual, and therefore rarely experience Rapture. …
Some Aventurian beings, such as elves or egg-born witches, don’t age like ordinary mortals. Heroes with Resistant to Aging don’t physically age after a certain point (for most races, this occurs between the ages of 25 and 30). …
Heroes with Resistant to Cold suffer less from extreme cold. …
An adventurer who is Resistant to Disease has a good immune system and rarely gets sick. …
Heroes with Resistant to Heat suffer less from excessive heat. Such characters are used to living in deserts or sticky, hot jungles. …
Your hero is more resistant to poison than usual, either by birth or desensitization. …
Rich heroes have much more money available to buy equipment, accommodations, and otherwise engage in conspicuous consumption. These characters could be the children of patricians or they may have come into wealth because of other reasons. …
A hero with this advantage has an impressive resilience against wounds and pain. …
You can gauge practical distances in your immediate surroundings fairly accurately (to within half a yard). …
Some heroes have an innate ability to circulate successfully in any social circle. …
On Dere, the gift of magic must be inborn. Only characters with this advantage receive arcane energy and possess the talent needed to cast spells and perform magical actions. …
Two-Voiced Singing is an ability possessed by elves. With it, they can sing magical elven songs. When singing, the elf’s voice sounds as if a second voice is harmonizing with the first one. …
Some people look so unremarkable that they can easily disappear in a crowd. …
Heroes with a Weapon Aptitude are especially talented with weapons and rarely make mistakes. …