Advantages


These are advantages that characters may purchase at creation. Each has a specified cost in Creation Points (CP). If these advantages are not purchased during creation, it is virtually impossible to acquire them later. All advantages from the Raging Gargoyle Rules Addendum are marked {RGG}. If an advantage does not have that marking it is CI Core Rules material.

Acute Sense (Specify):
This advantage gives its possessor an especially sharp sense. Each sense much be purchased seperately. The individual bonuses by particular sense are described below:
Touch: (6) {RGG} Acute Touch will allow its user to cuts times for tasks that rely primarily on touch (i.e. lockpicking, chirurgery) in half.
Sight: (3) Acute Sight will allow the user to determine specific visual details easily. The user may call out "Acute Sight, What do I see?" to get a clarifying description of whatever they are looking at, however they must be able to see at least the full outline of the person or creature they are viewing. Beings in cover or Blended cannot be questioned with this advantage.
Hearing: (3) Acute Hearing renders its user immune to waylay attacks and will allow him or her to make out distant noises at a Marshal's discretion. This advantage will not allow the character to make out conversations on the other side of the room or whispered talking. The character cannot actively use the ability in any situation except blindside attacks and when specified by a marshal.
Smell: (3) The character can detect if food or drink has been poisoned by spending ten seconds sniffing the food or drink in question. (Note: this Advantage does not give you the ability to track by scent.)
Taste: (3) The character can determine whether a liquid is a Solution or Brew as well as what general properties it possesses with just a small taste (this takes ten seconds). This taste does not diminish the power of a given Brew or Solution and generally has no effect on the taster. Some brews may have a slight effect on the taster. For example, Instant Death acts as a regular Death Poison on the taster.

Fortune:{RGG, customized from CI Core}
(1/3/6/10, non-cumalitive)
Characters who purchase the Fortune Advantage gain a set number of Gold Rings of money or goods, per level purchased, to their starting equipment. All goods are purchased at their production cost. The following rules exist for use of the money when buying goods:

  • Only items that the character can use can be purchased.
  • No single item costing more than half of the total allotment of money*.
  • No items above Standard quality
  • No items requiring special ingredients to create.
  • No more than 10 of any type of item.(brew, weapons, solutions, etc.)
  • *Fortune Level 4 is exempt from this rule.
None:The character begins with 10 Silver Rings worth of money and/or goods.
Level One:The character begins the event with 20 Silver Rings worth of money and/or goods.
Level Two:The character begins the event with 30 Silver Rings worth of money and/or goods.
Level Three: The character begins the event with 40 Silver Rings worth of money and/or goods.
Level Four: The character begins with 50 Silver Rings worth of money and/or goods.

Increased Stamina:
(5/level)
This advantage allows its user to bleed for one additional minute per level beyond the base five before dying.

Increased Wealth:{RGG, customized from CI Core}
(1/level)
Typically, characters with this Advantage come from a privileged background and begin the event with a greater degree of wealth than normal.
None:  10 Silver Rings.
Level 1:The character begins the event with an additional 1 Silver Ring and 5 Bits and gets an allowance of 5 Bits per event.
Level 2:3 Silver Rings and an allowance of 1 Silver Ring per event.
Level 3:4 Silver Rings and 5 Bits and an allowance of 1 Silver Ring and 5 Bits per event.
Level 4:6 Silver Rings and an allowance of 2 Silver Rings per event.
Level 5:7 Silver Rings and 5 Bits and an allowance of 2 Silver Rings and 5 Bits per event.

Kiss of Fate:(5) {RGG}
This advantage allows the character to redraw from the Tiles of Fate should they draw a permanent death. This advantage can only be used when a permanent death is drawn. This advantage may only be used once and must be repurchased to be used again. Only a character that has bought this skill at creation may purchase it again later, if it is used. Use of this ability will add an extra perm death to the characters deck, i.e. If Yorick(who bought KoF at character creation) dies and draws a perm death card, he may use his KoF to draw again (without the drawn card being replaced). If he draws another perm death, then he is out of luck. If he does NOT draw a perm death then he will have two new perm deaths added to his deck, as opposed to the normal one. He must also pay 5 CP in order to be able to use the ability again. Note: This ability may have other applications in situations involving random chance based on Plot approval.

Last Breath:(3) {RGG}
With this advantage when you die, be it killing blow, bleed out, poison, whatever, you wake up enough to speak your last words. It can be up to 8 words and you can speak loudly and clearly, but not shout and you can not repeat it. It can be anything from infomation to curses.
Any curses will be evaluated by Plot. Plot will decide if the death DESERVES to have a curse placed on someone. Those cursing must submit details of curse in writing and Plot can not do, increase or decrease the curse as they see fit.

Light Sleeper:(4)
Characters with this advantage must be informed by a marshal a minimum of 10 seconds before his/her cabin is entered during a cabin raid. The possession of this skill must be noted on the cabin notes.

Magic Sense:(4) {RGG}
By focusing on an item the character may tell if a given item is magical. This skill also reveals the general nature of the magic involved (Alchemical, Necromatic or Fairie.)
If an item is identified as being magical the following questions may be asked:
· Is it Alchemical, Necromatic or Fairie (Empathic)?
· What element is involved ?
Characters with Magic Sense can detect an active Lay point while within range. Magic Sense has a range of 2 paces. Some items may be obscured so that their magic is not immediately detectable.
Hints and Tips: A player using this ability should roleplay its use in some fashion. Many characters exhibit a specific quirk when using this ability (such as wriggling the eyebrows, or looking at the object in question with intense concentration). Some players may even decide that they must actually touch the item in question to determine that it is magical.

Nimble Feet:(4) {RGG}
This ability gives the character such incredable agility that they can automatically disregard damage that would occur do to a misplaced footstep or loss of balance. Thusly, this advantage would allow the character to ignore the effect of stepping on an ankle twisting crevice, rotten boards, they can move across very slippery surfaces at normal speed, etc. This would mean that the person could jump across stepping stones and land with only part of a foot touching to successfully land. They can fight over small crevices and holes in the ground with ease. The character would not be able to avoid a tripwire, pressure plates, any magical effect, or any kind of man made trap, listed under the trap making skill. Nimble Feet is always subject to a Guides call.

Pain Threshold:(5)
This advantage allows the character to halve the duration of pain causing spells and effects. Characters possessing this Advantage are only rendered unconscious after suffering four Limbs Wounds or a Torso Wound. This advantage is mutually exclusive with Pain Intolerance.

Rapid Healing:(8)
A character whom has had her Wounds attended to with Healing Ways fully heals all damage after one hour of rest. During this time wounded limbs cannot be used, and a character with a Torso Wound can do nothing but talk softly during the hour. The character can be moved with assistance as long as extreme care is taken and they move no faster than a slow walk.
This ability in no way prevents a character from lapsing into unconsciousness or dying because of Wounds. A character suffering a Torso Wound or multiple Limb Wounds still bleeds to death if not attended to with Healing Ways.
If Chirurgery or Accelerate Healing is used on a character with Rapid Healing, the character heals in only a half-hour's time. If both Chirurgery and Accelerate Healing are combined with Rapid Healing the character heals in just fifteen minutes. A character with Rapid Healing awakens as soon as Healing Ways is successfully administrated.
If a character with Rapid Healing has untreated Limb Wounds, they will heal after a full night of sleep (at least six hours).
This advantage is mutually exclusive with Slow Healing.

Resist Disease:(4/level)
Any time the character is affected by a disease in play, the player may call out "Resist" which then expends her ability for the game day. Any additional diseases the character contracts affect her as usual. The character must resist the disease at the time of infection. If a disease is allowed to set in (either because the character allows it or because she is out of Resists) it cannot be resisted at a later time. This ability may be purchased multiple times, allowing multiple uses. This ability "resets" at sunset.

Strong Will:(3)
The character with this advantage halves the duration of mind effecting spells and effects. A character cannot have both Strong Will and Weak Will.

 
 

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