Acrobatic – You gain +2 on rolls related to surviving falls and negotiating a difficult environment. Alertness – You gain a +1 on any rolls to detect and avoid an ambush. Ambush Predator – You gain a +2 bonus on physical attacks made against an ambushed opponent. Animal Empathy – You gain +2 on rolls to discern the motives of animals and to make Assessments related to animals. Architect of Death – Whenever making a Craft roll involving the creation or repair of implements of war, such as weapons or combat vehicles, you gain a +2 bonus.
Artist – You are an authority in a specific artistic field, be it painting, sculpting, singing, dancing, etc. You gain a +2 on all rolls related to your specified field of artistic creation or performance. You may take this Advantage multiple times, each time gaining another specialty.
Black Hat – You gain a +2 on Knowledge rolls to hack into a secure computer system.
Book Worm – Gain a +2 bonus on all rolls to research information about a specific person, place, or thing using a library.
Con Man – Substitute Deception for Empathy when trying to perform an Assessment to discover what Aspects a person could have.
Criminal Mind – Substitute Deception for Perception when investigating a crime scene.
Deadly Grace – You may substitute Agility for Strength when fighting unarmed or using a melee weapon. Demolitionist – If you have time to properly place and set an explosive, the explosion’s force rating is increased by 3 because you know how to place the bombs at the target’s weak points. Digital Spider – Gain a +2 bonus on all rolls to research information about a specific person, place, or thing on a computer network.
Direction Sense – You almost always know which direction is north. In situations where you need to roll to keep from getting lost, you gain a +2 bonus.
Doctorate – You are an authority in a specific scientific field, be it physics, chemistry, medicine, etc. You gain a +2 on Knowledge rolls related to your specified field, or a +1 bonus to make relevant Declarations. You may take this Advantage multiple times, each time selecting a new subject to gain the bonus.
Engineer – You are an authority in a specific engineering field, be it computer hardware or software, explosives, vehicles, etc. You gain a +2 on all Craft rolls, or rolls to make Assessments related to your specified field. You may take this Advantage multiple times, each time selecting a new field to gain the bonus. Eye for Crime – You gain a +2 bonus on Perception rolls to notice someone performing a criminal act. Fast Talker – Whether the truth or a lie, you gain a +2 on any roll to convince another person to believe what you say. Fearless – You gain a +2 bonus on Willpower rolls to defend against fear. Firing Discipline – You gain a +2 bonus on Reasoning rolls to avoid running out of ammo.
First Impressionist – You gain a +2 bonus to the first Persuasion roll you make to attract or impress a person. Fleet of Foot – You gain a +2 bonus on rolls to Run. Fly Boy – You gain a +2 bonus on rolls to pilot an aerial vehicle or space craft, or you may grant that bonus to your vehicle when it needs to make rolls. Free Runner (or “Traceur”) – You gain a +2 bonus on Agility rolls to traverse difficult environments, such as during a chase. Gear Head – You gain a +2 on Craft rolls to repair or modify vehicles. Good Investment – Once per session you can gain a +2 bonus on any single Resource roll. Grappler – You may substitute Agility for Strength when attempting to push, pull, throw, restrain, pin or trip another. (See Chapter 7 for more on these actions)
Grace Under Fire – You gain a +2 on rolls for initiative during physical conflicts.
Grease the Wheels – Substitute Resources for Persuasion when attempting to make a bribe.
Hard Style – You are trained in a style of martial arts that emphasizes hard strikes, blocks and direct counters. Your fists and feet gain a Weapon Rating of +2. Action Heroes may take this Advantage twice, while Mythic Heroes or higher power levels can take it up to three times.
Headquarters – You gain a new Facility with a rating equal to your Resources +1 if it is a general Facility or +2 if it is specialized. You may take this Advantage multiple times. Each time your Facility gains a new function (Library, Lab or Workshop), or you increase the rating of one Facility you already own by +1.
See page 273 for more on Facilities.
Hunter of the Wild – Gain a +2 bonus on rolls to set ambushes and lay traps in the wilderness.
Hide In Plain Sight – You gain a +2 bonus on rolls to hide in a stationary position.
In the Name of Science – Gain a +2 on all social rolls in which you need to convince another to do as you say, in the interests of scientific research. Legal Eagle – Gain a +2 bonus on all social interaction or conflict rolls when
dealing with the law.
Linguist – You can speak three additional languages. You may take this Advantage multiple times, each time gaining one additional language. Lip Reading – You can gain a +2 bonus to listen in on conversations where
you can only see people talking.
Locksplitter – Gain a +2 bonus on rolls to pick locks or crack safes.
Long Shot – When you are wielding a firearm, its range rating is increased by +1.
Master of Disguise – You gain a +2 on rolls to disguise yourself, or remain disguised.
Mimic – You gain a +2 bonus on Deception rolls to mimic sounds.
Money Talks – Substitute Resources for a Knowledge roll by offering around a reward for information.
Monkey Man – You gain +2 on Agility rolls to climb.
Mounted Warrior – Riding and controlling a mount does not count as a supplemental action for you. Instead it is a free action so you do not suffer a ‐1 penalty on your primary action.
Precise Memory – +2 on rolls to recall information you have previously seen or heard.
Quick Draw – You take no penalty for drawing a weapon as a supplemental action. Instead it is a free action so you do not suffer a ‐1 penalty on your primary action. Quick Step – You do not suffer a penalty for taking a supplemental action to move before or after making a physical attack. Scary – You gain a +2 bonus to Persuasion rolls to frighten others.
Scene of the Crime – Gain a +2 bonus on rolls to notice clues at a crime scene.
Sense Deception – You gain a +2 on Empathy rolls to detect a lie.
Shadow – Gain a +2 bonus on all rolls to follow or sneak up on another person unseen.
Smooth Over – You gain a +2 bonus to Persuasion rolls to calm others. Sniper – You gain a +2 bonus to Perception rolls to perform the “Take Aim”
Maneuver. See pg. 293 for more on “Taking Aim”.
Soft Style – You are trained in a style of martial arts that emphasizes misdirection and turning another’s momentum against them. Gain a +1 bonus on Agility rolls to defend against melee attacks. Action Heroes may take this Advantage twice, while Mythic Heroes or higher power levels can take it up to three times.
Spatial Memory – Gain a +2 bonus on rolls to recall information about an area you’ve previously investigated. Surgeon – You gain a +2 bonus on rolls to administer medical aid to yourself or another. Scavenger – Gain a +2 bonus on Scavenging rolls. Sticky Fingers – Gain a +2 on rolls to pick pockets or filch unattended items. Striking Looks – You gain a +2 bonus to Persuasion rolls when dealing with members of the opposite sex, or homosexual members of your same sex. Survivalist – Gain a +2 bonus on rolls to find food and water in the
wilderness.
Takes One to Know One – Substitute Deception for Empathy when trying to determine if another person is lying.
Tracker – Gain a +2 bonus on rolls to track someone (or something) on the move.
Trained Rider – You gain a +2 bonus when making rolls to determine how well you can ride a living creature.
Trap Sense – Substitute Deception for Perception to detect traps and alarms.
Weapon Specialist – Select a category of weapons. You gain a +1 bonus on all attack rolls with a weapon of that category. You may take this Advantage multiple times, each time you must select a different weapon category. The categories are unarmed attacks, light blades, heavy blades, bludgeoning weapons, bows and crossbows, beam firearms, projectile firearms, or explosives.
Well‐Known – Your name is well known in many circles. If you are using your name, you gain a +2 on the first Persuasion roll on any person who has heard of your reputation.
Wheel Man – You gain a +2 bonus on rolls to drive a ground vehicle, or you may grant that bonus to your vehicle when it needs to make rolls.
White Hat – You gain a +2 bonus on all rolls to defend a computer network or system under your control against intrusion.
Wrestler – You gain +2 bonus to grappling related rolls, such as when attempting to push, pull, throw, restrain, pin or trip another. (See Chapter 7 for more on these actions). Action Heroes may take this Advantage twice, while Mythic Heroes or higher power levels can take it up to three times.