Advice on Advantages
Some advice on good advantages to take.
Advantages Everyone Should Consider
The following is a list of advantages that will be... well,
advantageous to any character in any gameworld. You should really
consider taking some of these when you make your character.
- Toughness - Always nice to have a DR even when you're not wearing any
armor.
- Luck (any kind) - Being able to reroll one in a while is sure a nice
thing.
- Resistance/Immunity to Disease/Poisons - You may not need to use this
one very often, but when some nasty infection or poison arrow hits you,
you'll be thankful that you got this one.
- Fit / Very Fit - It's nice to be able to recover fatigue faster or
lose it slower. It's especially nice to have plusses to your HT
rolls (you always want to make your HT rolls.) Also, consider this in
combination with the "Extra Effort" active defense rules.
- Combat Reflexes - Massive bonuses for a mere 15 points.
- Animal Empathy - +4 to all skills that have anything to do
with an animal (probably more useful at lower tech levels).
Getting a Little Extra Help
Here is a list of advantages (and some disadvantages) that a player could
take to get some additional help from the GM. Also, if there is a player in
the group who is perhaps a bit younger, or less experienced, or lacks
initiative, or has difficulty figuring things out, the GM could suggest that
the player take one of these.
- Common Sense - The book even recommends that this one be taken by
impulsive players who want to try to play a more thoughtful character.
- Danger Sense / ESP - Like 'Common Sense', this can allow players to
get some forewarning from the GM before somehting bad happens.
- Eidedic Memory - This is handy if the GM dropped you a clue earlier
(especially something easy to forget like a name or a sequence of
numbers). With this, the GM could say: "You recall with your eidedic
memory that the guard said the password would rhyme with 'dove'".
Alternatively, a more cogniscent player could (politely) ask the GM: "What
was that thing that the guard said?"
- Intuition - If the players are facing a life-or-death decision, this
can be a real godsend to them. If the GM remembers this (or the players
can tactfully remind him), and he gives the players a big clue to help
them at that most critical moment, he will reassure the players that,
while he might be hard on them at times, he's really on their side.
- Patron/Ally - If the PC is in trouble, a benevolent NPC can swoop in
to give him a hand.