Got some for you to choose from. (Don't miss my post above this one.) If you have any ideas for a new advantage/disadvantage from what's here, let me know and we can make up a new one!
So I'd like you to choose TWO advantages, and there is a potential option for a third. The disadvantages are optional, but if you'd like to take one, you can add a third advantage.
ADVANTAGES
✞ EYE FOR DETAILWhen you Read a Person, in addition to its selection of questions, you may additionally choose from the following: ††† What do you think of me?
††† What sort of person are you?
††† Is there anything odd about you?
✞ CRIME SCENE INVESTIGATORWhen you investigate a crime scene roll +Reason. You get to ask questions from the list below. ◦ (15+) Ask 2 questions
◦ (10–14) Ask 1 question
◦ (−9) Ask 1 question, but your investigation leads to danger or problems later on.
Questions:
††† What was the chain of events?
††† What can I assume about the perpetrator?
††† Which mistakes have the perpetrator made?
††† When was the crime committed?
††† When was someone here last?
††† Does the crime remind me of something I am familiar with already and if so, what?
††† Who might know more about the crime?
When you Read a Person and mention a name, person, or object, you can always ask “Are you lying?” This doesn’t
use up any of the questions you may have been given from succeeding.✞ INSTINCTWhen you Observe a Situation and act on the GM’s answers, take +2 instead of +1.✞ SHADOWWhen shadowing someone, roll +Coolness. ◦ (15+) You avoid discovery, follow your target all the way to her final destination and learn something about her you
can use to your advantage later.
◦ (10–14) You avoid discovery and follow your target to her final destination.
◦ (−9) You are spotted or encounter some sort of problem.
The GM makes a hard or soft move.
When you want to lose someone shadowing you, roll +Coolness. ◦ (15+) You have lost your pursuers and can choose to try to shadow them instead.
◦ (10–14) You have lost your pursuers.
◦ (−9) You pursuers are still on your tail but they can set up an ambush, disappear without a trace and show up when
you least expect it, or refuse to go away.
The GM makes a hard or soft move.
✞ FAST TALKWhen you talk to an NPC to get their attention, roll +Coolness.
◦ (15+) Choose 2 options.
◦ (10–14) Choose 1 option.
◦ (−9) They grow suspicious.
The GM makes a hard or soft move.
Options:
††† Stop the NPC from noticing something in her immediate vicinity.
††† Get the NPC to disclose something important (the GM will provide the details).
††† Distract the NPC. You take +1 to your next roll against them.
✞ ENDURE TRAUMAYou are not as easily affected as others. When your Stability decreases you always lose 1 fewer level than normal.
✞ STUBBORNWhen you push yourself to the limit to overcome a threat roll +Willpower. ◦ (15+) Choose 3 options. You may save up to 2 until later.
◦ (10–14) Choose 2 options. You may save 1 until later.
◦ (−9) Choose 1 option, but you push yourself past your breaking point. Decrease Stability two steps.
Options:
††† Refuse to give up: postpone the effects of a critical injury until you have made it out of the threat’s reach
††† Will over skill: roll +Willpower instead of the normal attribute when you avoid or fight what is threatening you
††† Steel yourself: break free from a supernatural effect
✞ PREPAREDWhen you investigate a location roll +Reason. ◦ (15+) Choose 3 options. You may save up to 2 until later.
◦ (10–14) Choose 2 options. You may save 1 until later.
◦ (−9) Choose 1 option, but you have missed or overlooked something crucial. The GM holds 1 and can spend that hold
anytime to make a hard or soft move for the location.
Options:
††† Find or create a map of the location
††† Uncover any security systems and other obstacles
††† Pinpoint the location of something you’re after
✞ QUICK THINKER When you commence a dangerous mission roll +Coolness . (15+) Choose up to 3 edges from the list below anytime during the mission.
(10-14) Choose up to 2 edges from the list below anytime during the mission.
(-9) Choose 1 edge from the list below anytime during the mission, but you’ve failed to account for something. The GM makes a move.
Edges
††† Remember something that’s advantageous in a negotiation. Ask the GM what it is.
††† You possess some equipment you can use to get out of a sticky situation. Ask the GM what it is.
††† You have special field training that would be useful in getting past one of your obstacles. Ask the GM what it is.
✞ GENIUS
When you find yourself in a life threatening situation roll +Soul to see if you can discover a way out. (15+) Choose up to 3 edges anytime in the scene while you’re still in danger.
(10-14) Choose up to 2 edges anytime in the scene while you’re still in danger.
(-9) Choose 1 edge, but you also attract unwanted attention. The GM makes a move.
Edges
††† Logical : You realize an effective way to dispose of the threat. Deal +1 harm when you exploit it.
††† Quick thinker : You realize how to protect yourself from harm. Treat it as if you’d rolled a 15+ on
Avoid harm when you exploit it.
††† Rational : You realize how to save yourself by sacrificing someone else. Pick the person to escape
the threat.
✞ FROSTY When you roll a 10-14 to Keep it together you may keep your feelings back and postpone the effects until next scene.✞ CALLOUS When you perpetrate or are exposed to violence you always lose 1 fewer level of Stability than normal.✞ AT ANY COST When you truly desire something you may take +2 to a roll by decreasing Stability by -2 .
✞ GOOD JUDGE OF CHARACTER You have an instinct for reading people. You can make an appraisal of what kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. You're rarely wrong. +1 on intuition rolls.✞ HEALTHY SKEPTICISM You are good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value, until you're able to check the details yourself. + 2 on any roll to perceive a lie. It should be roleplayed as much as possible.✞ IRON WILL You have a tremendous ability to resist outside attempts to take over your mind. +2 to resist attempts to manipulate your mind, and may re-roll a willpower roll to shake off the direct mental control. This Merit works only against direct mental control, not emotional manipulation. Characters will Willpower of 0 cannot take this Merit.DISADVANTAGES
✞ REPRESSED MEMORIESYou have repressed a particularly unpleasant event in the past, but the memory of it sometimes rises to the surface. It could be a crime or some horrible thing you have done, been subjected to, or witnessed. The GM will decide the nature of your repressed memory based on your dark secrets.
In situations associated with your repressed memories roll +0 to determine if the memories surface. ◦ (15+) You repress or suppress your memories.
◦ (10–14) The memories partly surface in the shape of flashbacks and/or hallucinations
(Keep it Together). ◦ (−9) You completely lose yourself in your repressed memories. The GM makes a hard move and you reduce Stability (−2).
✞ PHOBIA You harbor an overpowering fear of something. Choose the stimulus that frightens you. Whenever you confront the object of your phobia you must Keep it together .✞ RATIONALIST You refuse to believe in anything not confirmed as fact by modern science. In addition to the other effects of Seeing through the illusion the GM may choose 1: ◦ Your presence nurtures the Illusion, making it powerful and unpredictable.
◦ Your bewildered psyche starts creating mirror images of familiar places and people in the Illusion.
◦ You attract extradimensional entities.
✞ ICY DEMEANOR You're uncomfortable relating to people on an emotional level, which is reflected in your mannerisms and speech. You clam up, seek escape or avoid eye contact. -2 Social rolls, as people have trouble identifying with you.✞ RIVALYou have an ambitious rival that will do anything to be in your shoes. Choose who the rival is. At the first game session and whenever you make a mistake or let your guard down roll +0.(15+) All clear.
(10-14) You’ve given your rival an opportunity. The GM takes 1 hold.
(-9) You’ve handed your rival whatever they needed. The GM takes 3 hold.
The GM can spend hold to make a move on behalf of your rival. For example, the rival may get an important person on their side, sabotage one of your projects, extort you with evidence damaging to your reputation, or takes desperate measures to get rid of you.