Advantages

The parenthetical cost is the cost of the advantage at character creation.  Each advantages mechanical benefit is listed below. [1. The following is taken from the 7th Sea source books published by and property of Alderac Entertainment Group.]  Advantages not in the Player's Handbook are labeled with a book name.

Able Drinker (1 point): However much you drink, liquor never affects any of your rolls.

Academy (4 points; 2 points for Eisen Heroes): You have attended on of Theah's military academies, and can buy Martial Skills for 1 point instead of 2 at the beginning of the game.

Acolyte (3 points, Kreuzritter only): The Knight is training an Acolyte.  The Acolyte is a 60 point Henchman who is loyal to him.  If the Acolyte dies, this advantage is lost until a new Acolyte can be found and sponsored by him.  The Acolyte gains XP at the same rate as the Knight, and the Knight can put the Acolyte up for promotion at any time.  The Acolyte then goes on his first solo mission, and if he survives becomes a Knight (rising to Hero status instead of Henchman) and is a trusted ally to his master.  See Die Kreuzritter, page 72, for more information.[Die Kreuzritter]

Accurate Archer (3 Points, 2 for Ussurans): You gain a free raise for all Attacks made with a bow, whether on foot or from horseback. [Ussura]

Accurate Slinger (3 points, 2 for Ruzghar' hala): You gain a free Raise for all Attacks made with a sling. [Crescent Empire]

Accurate Spear Thrower (3 Points, 2 for Kanu): You gain a free Raise for all Attacks made with Throw (Spear). [Islands of Gold]

Age and Wisdom (1 or 2 points): The character is older than most starting character.  For 1 HP, the character is Middle-Aged and is affected by the penalties and the bonuses listed there.  For 2 HP, the character is Old and receives the bonuses and penalties listed for it.  In addition to these effects, the character gains one Free Raise per Hero point spent (1 or 2) for all rolls involving the following knacks: First Aid, haggling, history, leadership, storytelling, and weather. [Invisible College]

Ajedrez Master (1 point): You gain a free raise for any Gaming or Cheating rolls you make concerning a game of ajedrez. [Crescent Empire]

Alchemist (10 points): See Invisible College, page 82, for more information. [Invisible College]

Ambidextrous* (2 or 5 points): You can use either hand equally well. You suffer no off-hand penalty when using a specific weapon (for 2 HP) or any weapon (for 5 HP). You cannot also take the Left-Handed advantage.

Animal Affinity (2 points, 1 for Ussurans): You get a Free Raise for all Animal Training rolls. [Ussurans]

Appearance (Varies): Above Average (5 points) - +1 unkept die for all social rolls; Stunning (10 points) - +2 unkept dice for all social rolls; Intimidating (15 points) - +3 unkept dice for all social rolls; Blessed Beauty (20 points) - +4 unkept dice for all social rolls.[PH, also Sophia's Daughters & Crescent Empire]

Architectural Awareness (1 point): You receive one extra unkept dice (+1k0) when you make any roll to notice a secret door or any other concealed aspect of architecture. [Strongholds & Hideouts]

Area Knowledge (3 points): Knowledge of a particular local is extremely useful.  The character rolls an extra unkept die when making Ambush checks, and receives on Free Raise on any Chase rolls he makes in that particular area.[Los Vagos]

Armor Trained (6 points, if from Cathay and has the Commission Advantage in an Army): You are not impaired by armor.  See the Cathay, page 66, for further information. [Cathay]

Astrologer (10 points, Vendel only): You have an innate ability in observing the stars and planets and interpreting their arrangements to predict the future and understanding the present.  By rolling Wits + Astronomy against a TN of 15, you may use your gift to aid or hinder someone.  For further details, please see pg. 98 (Vendel). [Vendel/Vesten]

Barterer (1 point): You get a free Raise to any Haggling rolls you make. [Ussura]

Bearsark (15 points, Vesten only): You have climbed to the top of the world where you have spoken with the North Wind and became a fearless berserker.  Now, when you call upon your gift, it sends you into a bloody rage that no mortal man can stop.  You gain the following benefits when when you use it: Immune to fear, Prior to battle you may spend 1 drama die to go into a berserk, immune to the effects of being crippled, your wits is reduced to 0, +5 to all brawn checks, increased fear rating = to 1/3 of your panache round up, always Heavily Engaged when in mass combat. [Vendel/Vesten]

Blessing (3 points, Kreuzritter only): All damage dealt to you is reduced by 1 Flesh Would.  This applies only once to each separate blow, although in the case of Brute Squads attacking you, the damage their weapons deal to you per Hit is reduced by 1. *Note: Heroes with Sorcery or SHamanism cannot take this Advantage.[Die Kreuzritter]

Bodyguard (7 points, 6 for Vendel): The bodyguard receives one swordsman school of your choice in addition to the normal 75 HP a Henchman comes with. [Vendel/Vesten]

Bought Weapon (Varies, Vendel only): You may purchase another cultures weapon, as the Vendel have none of their own.  Dracheneisen is NOT available, nor are any specialty weapons from Ussura.  Any other weapons are available by spending 2 HP more than Advantage would cost a hero from its native country.  For example, a Vendel hero may purchase a Soldano blade for 8 points. [Vendel/Vesten]

Bowmanship Technique* (3 HP (2 HP for students of the Kyrbatov School)): You know a bowmanship technique; see the Kyrbatov School for details.

Brilliant (3 points): Roll an extra unkept die when he makes Conception Checks (see Invention rules, pages 85-88, Invisible College).[Invisible College]

Castillian Accent (0 points): See the Castille Sourcebook.[Castille]

Castillian Blade (Varies): A Hero may only buy one of the following Castillian Blades.  Castillians receive a 1-point discount (min. cost 1) if they purchase a blade from their home province.[Castille]

  1. Aldana Blade (3 points): 2k2 fencing weapon, allows you to lower one Action die by one at the start of each round.

  2. Gallegos Blade (3 Points): 2k2 fencing weapon, adds 2 to any Attack rolls made with it.  In addition, 5 is added to the TN of any attempt to break the blade.

  3. Soldano Blade (6 points): 2k2 fencing weapon, adds 2 to any rolls made with it.  In addition, 5 is added to the TN of any attempt to break the blade.

  4. Torres Blade (3 points): 2k2 fencing weapon, adds 3 to any Damage rolls made with it.

  5. Zapeda Blade (2 points): 2k2 fencing weapon, adds 1 to any Attack or Damage rolls made with it.
* Updates to this Advantage can be found in the 7th Sea Addendum eBook.


Castillian Education (Castillian Only, 10 points): At character creation, all civil advanced knacks at a cost of 1 hero point per rank.

Castillian Squire (7 points, 6 for Castillians): A henchman with 2 ranks in all traits, and 20HP that the player may distribute, subject to the same limitations placed on Heroes at character creation.  In addition, the player my choose 3 civil knacks that the Squire has at least one Rank in to be the Squire's "Knack of Expertise."  See the Castille, page 103, for further information.[Castille]

Cathayan Accent (0 points): See the Cathay, page 66, for more information. [Cathay]

Cathayan Servant (6 points, 5 for Cathay): 75 point henchman and a 3 in all knacks in the Cao Yao skill (healer).[Cathay]

Chapter House (Varies, Rose & Cross): See Rose & Cross, page 68-70, for more information on building a Rose & Cross chapter house. [Rose & Cross]

Citation (4 points): Your starting Reputation is increased to 10, which is worth one Reputation die.  You may not take the Scoundrel Advantage.

Cloistered (4 points): The character grew up in a monastery or nunnery, extremely sheltered but self-sufficient.  She took holy orders, including a vow to abstain from one of the seven deadly sins.  This character receives the Monk skill for free.  In any social situation in which the character is being tempted or coerced to break a vow, she receives 2 free Raises to the appropriate check.  The character doesn't receive a salary apart from basic daily needs, but does begin play with 30 guilders.  This advantage may not be combined with the Ordained advantage. [Church of the Prophets]

Close Family Member (Varies, Montaigne only): You have a particularly close family member who will go out of their way for you.

  1. Commander (5 points)

  2. Courtier (3 points)

  3. Duelist (4 points)

  4. Family Head (10 points)

  5. Priest (2 points)

  6. Scholar (1 point)

  7. Skilled (3 points)

  8. Society Member (3 points)

  9. Sorcerer (2 points)

  10. Wealthy Merchant (3 points)

Cold Climate Conditioning (2 points, 1 for Ussurans, Highlanders, and Vesten): When you take wounds from cold weather, you roll one less die (-1k0) for Wounds.  Unfortunately, you are not used to war Climates.  When you take Wounds from hot weather, you roll one more die (+1k0). [Ussura & Cathay]

Commission (Yenicer'i) (Varies, Crescent Only): The cost of this advantage is one higher than the cost of the Commission advantage of the same rank.  Your military upbringing allows you to begin the game with any one Martial Skill of your choice at no cost. [Crescent Empire]

Connection (Varies): You may have up to as many Connections as you have ranks in Panache.  Also, for an additional cost of 2 HP, any connection may have an obligation of some sort to you.  Allies (3 points each): In general, allies are closer friends who would walk through fire for you.  They should never be more powerful than you at the start of the game, though their power level can change quickly (and unpredictably) over the course of a campaign.  Confidants (2 points each): Confidants are people you trust, but are not "friends."  If they were forced to choose between you and their own hide, they'd more than likely choose the latter.  Confidants will never have more influence than you at the start of a game.  Informants (1 point each): Informants are only interested in one thing... money.  Pay them what they want, and they'll get you what you need.  They never start out with more influence than you.

Combat Reflexes (3 points): After initiative is rolled for any Combat Round, you may re-roll one of your Action dice, but you are forced to keep the new roll.

Commission (Varies; 2 points less for Montaigne Heroes): 2 HP = Corporal/Sailor, 4 HP = Sergeant/Mate, 6 HP = Lieutenant/Petty Officer, 10 HP = Captain/Lieutenant.  Army: Corporals are enlisted men, usually under the direct command of sergeants; Sergeants are non-commissioned officers, generally in charge of 10-50 men; Lieutenants are officers who have several sergeants at their disposal, their command includes about 100 men; Captains are officers who have a lieutenants or two in their personal staff, their command commonly includes up to 500 men.  Navy: Sailors are the most experienced and well-trained sailors of the navy, their rank is considered about equal to corporals of the Army; Mates are sailors with specialized skills.  They are usually under direct command of First Mates; Petty officers are the men in charge of specific duties, the first gunners' mate is in charge of firing the cannons, for instance.

Heroes in the Army or Navy can expect many advantages.  First they have retinue of allies, all wearing the same uniform.  Second, they are always well-equipped.  Lastly, heroes in the military can command a great deal of influence and respect from their respective countries.

Crescent Accent (0 points, Crescent Only): See Crescent Empire, page 81 for more information. [Crescent Empire]

Crescent Servant (6 points, 5 for Crescents): You have a Crescent servant in your employ at the beginning of the game.  In addition to performing normal servant's duties, he or she is also a skilled linguist.  The servant is considered a henchman and should be built as other henchmen are.  In addition, s/he get's the Linguist advantage and 15 points of languages in addition to the 75 HP a henchman is built with.  The servant can be from any Crescent tribe. [Crescent Empire]

Cymbr Connection (3 points): Though you receive no tangible benefit, the Cymbr know and trust you, and will be considered friendly to you and your companions (provided you do nothing to break that friendship). [Vodacce]

Dangerous Beauty (3 Points): You always roll 2 extra unkept dice for any seduction attempts.

Debater (2 points): You receive one free raise to your Oratory Knack during Contested social rolls or any form of verbal argument.[Rilasciare]

Dietrich Sword (2 points, Rose & Cross only): The Knight has obtained one of the Dietrich's famous swords.  When making Damage Rolls with the sword, its wielder re-rolls any 1s that occur.  He may continue re-rolling until no 1s remain. [Rose & Cross]

Double Jointed (1 point): Immune to damage from Joint lock on your fingers. 2 free Raises to Escape from such a Joint lock.  Free Raise to your Wound check if you are disarmed while using a sword with Fencing Ring Grips.  Does not help you escape from Grapple, nor does it hel pyou get away from a Joint lock made on any additional joint.[Cathay]

Dracheneisen (Eisen Only, 10, 20, or 40 points): Qualifies for the reduced cost to the Noble advantage.  Full Nobility (40 points): 16 points to spend on the Dracheneisen Equipment table and Panzerhand modification.  Minor Nobility (20 points): 6 points to spend on the Dracheneisen Equipment table and Panzerhand modification.  Petty Nobility (10 points): 3 points to spend on the Dracheneisen Equipment table and Panzerhand modification.


Name


Cost


Effect


Helmet (1)


3


Armor


Gauntlet (1)


2


Armor


Panzerhand (1)


6


+1 unkept die when using Panzerhand knack


Arm Guard (2)


2


Armor


Leg Guard (2)


2


Armor


Boot (2)


1


Armor


Breastplate (1)


6


Armor


Sword (1)


4


3k2 heavy sword, +1 unkept die to heavy weapons knack


Pistol (1)


5


-5 to opponent's TN to be hit, Range is increased by 20 ft.


Musket (1)


7


-5 to opponent's NT to be hit, Range is increased by 20 ft.

The number in parenthesis is the number of a particular item that can be purchased

***

Panzerhand Modifications (Note, you must have purchased a Dracheneisen Panzerhand to purchase any of these modifications.  There is a limit of one modification per Panzerhand):

  1. Locking Grip (3 points): When using the Bind (Panzerhand) Knack, your opponent may not break your grip, and you may use the Disarm (Panzerhand) Knack or the Eisenfaust Journeyman ability.  It requires a key and 3 Actions to release your grip, and until them, your off-hand cannot be used for anything else.

  2. Mounted Crossbow (4 points): A 1k3 crossbow is built into the panzerhand.  The crossbow is normal in all ways except for size and damage.

  3. Built-in Pistol (5 points): A pistol is built into your panzerhand.  When loaded (20 Actions), the first succesful use of the Attack (Panzerhand) Knack causes it to go off, inflicting 4k3 damage, +1 unkept die for every Rank of Brawn the wearer possesses.

  4. Spikes (2 points): The panzerhand has spikes built into it, increasing its damage to 2k2.

  5. Weighted Knuckles (1 point): The panzerhand is fused shut in a fist, and possesses heavy weighted knuckles.  This increases its damage to 2k2 , but it cannot be used for anything except punching, including the Bind (Panzerhand) and Disarm (Panzerhand) Knacks.

***

Drago (6 point, 5 for Vendel): A Drago is a paid guide.  Drago is a henchman and is built like any other Henchman.  He recieves a 3 in all Guide Knacks in addition to the normal 75 HP a Henchman comes with. [Vendel/Vesten]

Duel Heritage* (8 points): You draw your heritage from more than one nation (whether you are aware of it or not). This gives you the following benefits and drawbacks:
  • You can choose which national trait bonus you get.

  • You qualify for all nation-specific advantages, backgrounds and skills from both nations.

  • The cost of any language is the lower of the cost for each of your nationalities, so you begin with both national languages for free. You may choose one accent from each nation.

  • You cannot take full-blooded sorcery.
Eagle Eyes (2 points): Two free raises for Perception Checks involving seeing something far away. [Pirate Nations]

Eisen Accent (0 points): Please see the Eisen Sourcebook, pg 95, for further details. [Eisen]

Eisen Bodyguard (6 points, 5 points for Eisen): The bodyguard receives an Eisen Sworsman school in addition to the normal 75 HP a Henchman is built with. [Eisen]

Elaine's Knight (4 points, Avalon only): You are a member of Queen Elaine's Knights.  Much like a Musketeer, you are beloved through Avalon.  The crown pays for your room, board, and equipment.  You are able to claim sanctuary as an Avalon diplomat and able to seek aid fro other Knights in times of need. [Avalon]

Eregos Medicine (20 points, Eregos only): See Islands of Gold, page 79, for more information. [Islands of Gold]

Evil Reputation (13 points): Villian use only.  See the Pirate Nations Sourcebook, page 95, for more information. [Pirate Nations]

Extended Family (5 points, Castillian only): When you want to use this Advantage, roll a die and consult the chart (pg. 103).  If you roll equal to or less than the Frequency number listed next to the nation you're currently in, you remember a family member who lives in the area.  Otherwise, you must travel at least 100 miles away before rolling again.  Since your family moves around, you won't be always find a family member in the same place twice.[Castille]

Faith (5 points): You aren't really sure what this Advantage does.  In fact, it may not do anything at all.  We've given the GM a few suggestions, but in the end, it's up to him.  Is it worth it?  You'll just have to exercise some faith and find out.

Fencing Academy (Varies, School members only): See Swordsman's Guild, page 92, for more information. [Swordsman's Guild]

Fhideli Connection (3-5 Points): Points spent in this Advantage determines how much your character really knows about the Fhideli and how welcome you are among them. [Ussura]

  1. 3 points: The Fhideli know and trust you, and you are considered a friend at nearly any of their camps.

  2. 4 Points: You were actually adopted into a vitzi and learned to live as a Fhideli.  Language: Fhideli Advantage costs 2 points for you instead of 4.

  3. 5 Points: Not only were you adopted by a citzi, but they also entrusted you with their deepest secrets.  You may not take the Language:Fhideli Advantage for 2 points, and you know the truth about Vayu.  A word to the wise, however; a Hero this respected who betrays the Fhideli may earn themselves a 3-point Cursed Background, subject to GM approval.
Firm Grip (2 points): You receive a Free Raise to any rolls involving your Brawn when determining if you can hold onto something.  This includes Grappling, and Bind (Panzerhand) rolls, as well as rolling to resist a Disarm attempt. [Swordsman's Guild]

Foul Weather Jack (5 points): You receive one free 4 point background at the start of the game.  This is the only way you can invest more than 3 points in a single background.  You cannot take any other Backgrounds besides this one, but should you ever resolve it, you receive a new 4 point Background for free.

Friend at Court (1-3 points per friend): For every point put into this Advantage, the Hero may divide 3 points among the Like and Usefulness boxes of the connection.  This Advantage may be purchased up to three times, each for a different connection.[Montaigne]

Gentry (8 points, Montaigne only): This advantage costs 4 points if you have already purchased Sorcery.  You receive 10,000G as starting money but have no monthly income unless you create it through investments.  Gentry receives one Free Raise when using the Mooch Knack.  Finally, when exercising your visitation rights with another noble, you must roll a die once per month on the chart (Montaigne, page 83), subtracting 1 for every month beyond the first you've been living off your current host's hospitality.[Montaigne]

Gesa (Variable): Gesa are powerful spells cast on heroes.  Only heroes and Villains may have Gesa; Henchmen and Brutes are not eligible.  The number of points depends on the Gesa cast; Less Gesa require 3 points, while Greater Gesa require 5.  See the "Druid School" section on page 98 (Avalon) for more information. [Avalon]

Governor (6 points, Vodacce only): You receive 1,000G in starting income.  Your monthly income, on the other hand, is not set.  You receive 50G a month normally, but you may attempt to embezzle extra money from your Prince.  If you do so, you must make a Wits + Accounting roll against a TN of 5 + 5 for each additional 50G you are attempting to embezzle that month.  If you fail the roll, you get caught, and your GM will determine what happens then.  [Vodacce]

Guardian Angel (4 points): Whether you believe in it's existence or not, an invisible celestial power seems to watch over you, protecting you from danger and harm.  By spending a Drama die, you may force an opponent to re-roll a successful attack against you.  You may also spend a Drama die to re-roll a failed Active Defense against a trap or other environmental hazard. [Church of the Prophets]

Guardian Family (2 points, Vodacce only): You have a greater resistance to Sorte magic.  Any target number for a Sorte effect cast against you is 5 points higher. [Knights & Musketeers]

Handy (3 points): This advantages give a Free Raise to any Construction Checks the character makes (See Invention rules, pages 85-88, Invisible College).[Invisible College]

Hidden Talent* (Varies): You have abilities you're not even aware of; perhaps your real father was a Glamour mage, your amnesia hides the fact that you once attended the Valroux School, or you spent your now-forgotten childhood on a pirate ship. When you buy this advantage, you choose how many HP to invest into it, and consult the table below to find the size of the HP pool this represents; the GM spends this HP pool for you on skills, knacks, advantages, sorcery, swordsman schools and / or languages. During the game you can discover your hidden abilities by role-playing, or can choose to spend a Drama Die to discover one at random.

  • 1-5 HP: Points Invested x2

  • Over 5 HP: Points Invested +5
Hook* (2 points): You have lost one of your hands, either due to injury or illness, which has been replaced with a hook. This hook can be wielded in combat with the Hook skill, and deals 0k2 damage. Unfortunately, you can never wield a two-handed weapon or perform any actions which require the use of two hands, and you receive a penalty of one unkept die on all rolls which involve social interaction. More positively, you cannot be disarmed when wielding a hook.

Indomitable Will (3 points): Roll two additional unkept dice when resisting contested social rolls.

Inheritance (Varies): The below table is set up to give you and idea of the approximate worth of your inheritance, so that you might work out the specifics with your GM.  Note that "common" valuables -- such as art and jewelry-- are not included, as their HP cost should be easily derived form the monetary Value column.  You cannot spend more than 10 points on the Inheritance advantage.


Point Cost


Monetary Value


Example Items


1


500 guilders


One well maintained arquebus


2


1000 guliders


One well trained riding horse


3


1500 guilders


One indentured servant (for life)


4


2000 guilders


One small swivel-gun, or ship's cannon


5


2500 guliders


One small library


6


3000 guilders


One obligation from a supernatural creature


7


3500 guilders


Minor ruling council position


8


4000 guilders


One large cannon, or Syrneth artifact


9


4500 guilders


One well trained racing or riding horse; small parcel of well irigated land


10


5000 gulders


One fancy coach, a very small island, or a small business


***

Jarl (8 points, Vesten only): This advantage is 4 points if you have already purchased sorcery.  You are a Jarl, a member of the warrior caste of the Vesten.  You are an unlanded, untitled member of this cast, and must live as a supporter of other jarls.  You start the game with 500G and have a monthly income of 100G.  You also have a rank equivalent to lieutenant, but do not receive any extra income from it.  You cannot take the Thrall Advantage. [Vendel/Vesten]

Khil-kalb (Bond with Horse 10 points, Atlar'vahir only): Allows you to speak verbally with your horse.  See the Crescent Empire, pg. 85, for further information.[Crescent]

Keen Senses (2 points): You receive one extra unkept die for any Skill checks that involve one of your senses, as well as any checks for surprise.

Language (Varies):  The point cost for different languages can be found on the following chart.  Find your native country across the top, then find the language you want to speak in the left column and look where they meet in order to determine the cost.  Note that literacy increases the cost of a language by 1 HP.

Language: Fhideli (4 points, 2 for Naditi): See the Ussura Sourcebook, page 101, for further details. [Ussura]

Language: Old Fhideli (2 points, Fhideli only): This language is only spoken in Vayu rituals and occasional by onstinant sanats.  No written form of Naditi survives today. [Ussura]

Language Acquaintance (Varies): See Islands of Gold, page 81, for more information. [Islands of Gold & Pirate Nations]

Large (5 points; 3 points for Vendel/Vestenmannavnjar Heroes): All of your Damage and Intimidation rolls have one extra unkept die.  You cannot take the small advantage.

Left-handed (3 points; 1 point for Vodacce Heroes): All attack Rolls you attempt with your left hand are made with one additional unkept die.  Your right hand is considered you off-hand.

Legendary Trait (3 points; 1 point for Avalon Heroes): When you purchase this Advantage, nominate a single Trait.  You may --when you have the Experience Points -- purchase that Trait to Rank 6.  This does not change your starting limit of 3 (4 for Nationality bonus).

Lightening Reflexes (4 points): When you use an Interrupt Action to make an Active Defense, it costs you one less Action Die than normal. [Swordsman's Guild]

Linguist (2 points): All languages cost one point less to purchase (minimum 1 point, unless it starts at a cost of 0).  See language charts.

MacCodrum Heritage (5 points, Avalon only): MacCodrum's are descendant from Selkies, and as such, they have a specialized version of Sidhe Blood Advantage, consisting of Appearance: Stunning, Child of the Sea, Immunity to Disease and Slow Aging, Sea Bound, Iron Vulnerability, and Cold-Hearted.  The GM should feel free to create other specific Sidhe Blood Advantages, giving them each a 1 point discount to adjust for the lack of flexibility. [Avalon]

MacEachern Heritage (10 points, Avalon only): Heroes with MacEachern Heritage keep a dark secret: the art of killing the Sidhe.  They know how to wield a MacEachern weapon and are slightly resistant to Glamour and Sidhe magic.  Always roll and keep one extra die in all tests made when resisting Glamour.  The Sidhe will kill you if they ever learn your true heritage.  Don't let on unless you'd enjoy dying a horrible, gruesome death. [Avalon]

MacEachern Weapon (5 points): You have fallen into possession of a MacEachern weapon.  If a MacEachern weapon strikes a Sidhe, roll for wounds as usual.  However, the Sidhe does not make a wound check.  Instead, divide the total wounds by 5.  The result is the number of dramatic wounds the Sidhe suffers.  [Avalon]

Man of the Cloth (2 points): You are known throughout the land for your piety and wisdom.  This character gains 5 reputation points.  This advantage may only be taken by a character with either Ordained or Cloistered advantage. [Church of the Prophets]

Membership (Varies): Each of the following has one or more sections devoted to it within the Player's Handbook and the Game Master's Guide.
  1. Swordsman's Guild (3 points) - Any character who has attended a (sanctioned) swordsman school is considered to get this Advantage for free.

  2. Merchant Guilds (4 points per guild) - It costs 4 hero points to become a member of any one Guild.  The hero is considered a Journeyman (just above apprentice), with his own shop and monthly revenue.  Heroes may join more than one Guild, but receive income from only one Guild in any given month.

  3. Musketeers (Montaigne only, 4 points) - All of your needs are provided for by the Empereur.  Your clothes, weapons, and lodgings are all provided for.  You also have a bond with the other Musketeers and can count on them for assistance.  However, they also count on you...

  4. Secret Societies (5 points) - You may purchase membership in only one Secret Society.  Societies include: Explorer's Society, Invisible College, Knightly Order of the Rose and Cross, Die Kreuzritter, Los Vagos, Rilasciare (Free Thinkers), Sophia's Daughters.
Membership: Alcalde (4 points, Castillian only): You are a member of the alcalde, assigned to uphold the law in Castille.  See the Castille Sourcebook, page 103, for more information.[Castille]

Membership: Various Cathayan (Various): See the Cathay, pages 68-70, for more information. [Cathay]

Membership: Church Guard (2 points): See Church of the Prophets, page 88, for more information. [Church of the Prophets]

Membership: Eyes of the Peacock (4 points, Crescent only): You belong to the Eyes of the Peacock, the Sultan's elite spy network and personal guard. [Crescent Empire]

Membership: Iron Guard (4 points, Eisen Only): You are a member of an Eisenfurst's Iron Guard.  Each Guard unit has slightly different entry requirements (in addition to purchasing this Advantage) and grants slightly different benefits.  Consult the Eisen Sourcebook, pages 96-98, for specific information. [Eisen]

Membership: Lord's Hand (4 points, Vodacce only):  You serve as the instrument of your Prince's will, conducting various actions in his name. [Vodacce]

Membership: Qatihl'i (5 points, 4 for Yilan-bazlik, Crescent NPCs only): See the Crescent Empire, pg. 86, for more information on this NPC only membership. [Crescent Empire]

Membership: Razors (5 points, not for starting Heroes): See Swordsman's Guild, page 92, for more information. [Swordsman's Guild]

Membership: Stelets (4 points, Ussurans only): You belong to the Gaius's elite guard, charged with enforcing his laws throughout Ussura.  See Ussura Sourcebook, page 101, for more information. [Ussura]

Membership: Tyommy (2 points): You belong to Somojez's Dark Guards, the Tabularius's personal military and defenders of the Orthodox faith.  See Ussura, page 101, for more information. [Ussura]

Merchant Patron (Varies, 1 less if Vendel, minimum 1): You act as a patron to a merchant, and are thus entitled to a share of his profits.  The total cost of this advantage is equal to the sum of the points spent on the amount of the Profits and the Frequency of the investment. [Vendel/Vesten]


Points


Investment


Profits


1


10G


5G


2


20G


8G


3


40G


10G


Points


Frequency


0


Once a month


1


Twice a month


2


Once a week


***

Miracle Worker (Varies): This Advantage costs 5 HP per Miracle die.  You may buy up to three Miracle dice.  Miracle Dice: A hero with the Miracle Worker Advantage gives his Miracle dice to the GM at the start of each story.  The GM controls when, and if, the dice are activated.  A hero receives 2 XP for each unspent Miracle die at the end of a Story. Healing Wind: Two of the Hero's Dramatic Wounds are healed.  They look just as bad as ever, but the bleeding slows to a stop and the Hero is is no longer impeded by them.  Righteous Fury: After the Hero has failed an important roll, this Miracle die turns into three Drama dice that are added to the roll.  Shield of the Faithful: When a Villain attacks a Hero, this Miracle die causes the Villain to automatically miss.  In addition, the Villain's remaining Action dice for the Round are discarded. Strength of Theus: After a Hero has spent the last of his Drama dice, this miracle die turns into two Drama dice.[Castille & Church of the Prophets]

Montaigne Servant (Varies, Montaigne only): See the Montaigne, page 85, for more information.[Montaigne]

Natural Aptitude (6 points for Basick Knacks, 7 points for Advanced Knacks, 10 points for Sorcerous Knacks): You have a natural aptitude with one Knack of your choice.  You may have no more than one such aptitude.  Whenever you make a roll with this Knack you may declair raises after you have made your roll instead of before rolling the dice. [Cathay]

Nibelung (20 points, Eisen only): You are a Nibelung, one of the few entrusted with the secrets of forging dracheneisen into useful items.  This grants you several benefits. [Eisen]

  1. Dracheneisen Forging

  2. Nibelung's Hammer

  3. Membership int he Order of the Nibelungen

  4. Brew Dracheneisen Solvent
Nightblade (6 points, Kreuzritter only): You have the ability to call forth a "nightblade" from your hand at will without using an action.  A nightblade is a stiletto (0k2 Knife, with +1 unkept die for all attack rolls) made out of shadows and it deals damage as normal.  However, it leaves no visible wounds on its victims, and you can dispel it at will, again using no Actions.  The nightblade passes through non-living objects, meaning that armor doesn't work against it and it can't be parried.  This also means that it cannot be used to parry, also.  The nightblade vanishes and cannot be recalled for an hour if any part of the blade is exposed to direct sunlight.  *Note: The use of this Advantage can be canceled by things that cancel sorcery.  Acquiring this Advantage causes a sorcerer to lose all of his previous sorcery, with the exception of Nacht sorcery.  Nightblades cannot be thrown like ordinary knives. [Die Kruezritter]

Night Trained (4 points): Night trained reduces the penalties to act in low-light conditions by half. Thus, he loses only 1 kept die in Dim Lighting, and 2 Kept dice in Total Darkness. [Montaigne]

Noble (5 or 10 Points): This Advantage costs 10 points, unless you have already purchased Sorcery, Dracheneisen, or Church Education, in which case it costs only 5 points.

Odd Sleeping Habits (1 point): Get a free raise to all rolls involving the Research Knack. [Invisible College]

Old Name (2 points, Vesten only): Your name is old and honored among the Vesten.  If you take the Scoundrel Advantage, your Reputation is reduced to -16.  Otherwise, you gain 6 points of Reputation. [Vendel/Vesten]

Ordained (4 points): You receive the Scholar skill for free.  You also gain a free raise in all social situations with NPCs and Heroes who are adherents to your faith.

Pain Tolerance (4 points, 3 points for Ussurans): You become Crippled when you have taken a number of Dramatic Wounds that is one higher than your Resolve, rather than equal to your Resolve.  The number of Dramatic Wounds needed to render you unconscious is unaffected.  In addition, you get a Free Raise to all efforts to resist interrogation based on torture. [Ussura]

Past Services (3 points, 2 for Members): At some point in the past, you performed a noteworthy deed on behalf of an organization that has a Membership Advantage.  Whenever you are dealing with members of that organization, add 20 points to your Reputation.  Both you and the GM should agree on a good story about what services you have rendered, so be prepared to do a little extra work for this Advantage.  Membership in the organization is not required for this Advantage, but having it lowers the cost by 1 HP. [Knights & Musketeers]

Patron (Varies): Patrons are wealthy individuals who sponsor struggling artist, poets, playwrights, swordsmen, and rogues.  Determine your Patron's wealth and generosity below, and add the HP together for your final cost.


Wealth


Generosity


1 point: 10 guilders


1 point: Once per month


2 points: 20 guilders


2 points: Twice per month


4 points: 40 guilders


4 points: Once a week


***
Patron Saint (3 points): This character has taken a particular liking to one of the Vaticine saints.  Through pilgrimage, prayer, and/or donations, he or she feels a special connection to the saint, and seems to gain an extra measure of ability from that connection.  Choose one of the saints, Church of the Prophets, page 90, or the Gm may create one for you.  You gain the ability listed next to the saints name, but only so long as you continue to honor the saint through pilgrimages and donations in the saint's memory. [Church of the Prophets]

Pattern-Welded Steel Weapon (Varies, Crescent only): A Pattern-Welded Steel Weapon adds 3 to any rolls made with it. T his includes, Attack rolls, Damage rolls, Parry Active Defenses, and any Swordsman knacks that involve the weapon's skill.  In addition, 5 is added to the TN of any attempt to break the weapon. [Crescent Empire]

Personal Relic (3 points): The character, either through inheritance or personal quest, has obtained a holy relic.  Feel free to describe the relic in whatever terms you wish.  This character can invoke the power of the relic to add one upnkept die to any roll.  The relic can only be invoked once per Scene, or twice per Scene if the character also has the Faith Advantage.  If the character ever loses the Relic, he is at -1 Resolve until the relic is recovered or replaced. [Church of the Prophets]

Pidgin (Varies): See Islands of Gold, page 82, for more information. [Islands of Gold & Pirate Nations]

Pirate Trick (3 points): The Hero knows one pirate trick.  He may never learn another without learning the fighting style Rogers.  Heroes who have the Rogers style may not take this Advantage. [Pirate Nations]

Poison Immunity (1 point): Select a single type of poison.  You may ignore all effects of that poison when you are exposed to it.  You may purchase this advantage as many times as you like. [Vodacce & Sophia's Daughters]

Protege (2 points, Invisible College only): Treat the Protege as a 50-point Henchman.  The hero may teach this student anything he sees fit, for as long as he sees fit, and the Protege is expected to assist him in his research and experimentations.  See Invisible College, page 83, for more information. [Invisible College]

Published (1 or 2 points): For every point you spend in this Advantage, your Reputation increases by 5 points and you gain a small stipend of 10 guilders, representing sales of your text. [Invisible College]

Puzzle Swords (Varies, Montaigne only): See the Montaigne, pg. 86, for more information. [Montaigne]

Quick Draw* (4 points): With this advantage, you do not need to take an action to draw or sheathe a weapon. This is an expansion of the Pirate Trick advantage of the same name, but is not limited to pistols.

Research Library (1 point, 3 points): See Invisible College, page 83, for more information. [Invisible College]

Roving Don (6 Points, Castillian only): Your starting income is 6,000G, but you have no monthly income, and you must spend 50G per week to maintain your high standards of living.  Should the war be won, it is likely that you will regain your lands and become a full Noble once again.

Rucken (8 points, 6 points for Eisen): Your Rucken is considered an absolutely loyal 100 HP Henchman, unless you betray or abandon him, in which case you lose this advantage and he turns into a 3-point Nemesis. [Eisen]

Rune Weapon (Varies, Vesten only): You must name the weapon.  The cost of this Advantage depends on the kind of rune inscribed on it.  Weather rules cost 1 HP, plus 1 HP per Raise that they have on them, up to 3 Raises.  Runes that add dice cost 4 HP.  A permanent rune costs twice as much as an ordinary rule of its type. [Vendel/Vesten]

Safehouse (3 points, Rilasciare only): You know the location of a Rilasciare safehouse somewhere in Theah --either the headquarters of a local cell or a safe building owned by a sympathizer.  You may use it to hide from the authorities, recuperate from injuries, or procure supplies if necessary.  You and the GM should come up with the details for the safehouse (location, size, etc.) and select the faction which controls it.  Use the "Creating a Free Thinker Cell" rules on page 80-83 (Rilasciare) for help if you wish. [Rilasciare]

Sanctuary (Varies, Die Kreuzritter only): See Die Kreuzritter, pages 72-74, for more information on creating a Die Kreuzritter sanctuary. [Die Kreuzritter]

Scarovese (Varies): By spending 1 HP in this Advantage, your Reputation may drop to -40 before you become an NPC.  By spending 3 HP in this Advantage, your Reputation may drop to -50 before you become an NPC. [Vodacce]

Scoundrel (3 points): You gain the Streetwise skill as part of this advantage., and your reputation begins at -10 (1 rep dice).  You may not take the citation advantage.

Sea Legs* (2 points): You gain a Free Raise to Balance checks, including Active Defense rolls, when on board a ship. In addition, you never get seasick.

Secret Laboratory (Varies, Invisible College only): See Invisible College, pages 83-84, for more information. [Invisible College]

Sensitive Bones (2 points): You keep an extra die (+0k1) when rolling the Weather Knack. [Ussura]

Servants (3 points): Servants are classified in two groups -- henchmen and brutes -- following the standard NPC rules of creation and combat.  The 3 HP invested in this Advantage buy either one Henchman or six brutes (all threat rating 1).  This advantage may be bought multiple times.

Showmanship (5 points, 3 for Fhideli): Any action performed in from of an audience that would earn the character one or more Reputation points earns one extra.  Additionally, the character has a Free Raise on any use of the Repartee system that succeeds. [Ussura]

Sidhe Ally (2 points, Avalon only): You've gained an ally in the Sidhe court.  He will be willing to help you once in a while, but will likewise require a hand from you once in a while, too.  While his troubles oftentimes outweigh your own, he's saved your life more times than you can count. [Avalon]

Sidhe Blood (Varies [minimum 1], Avalon only): Blessings cost HP, while Curses give you points back.  The minimum cost for this advantage is 1.  See the Avalon Sourcebook, pages 91-93, for further information. [Avalon & Sophia's Daughters]

Sidhe Weapon (Varies, Avalon Only): Some Heroes have been blessed with a Sidhe weapon.  Heroes with the Sidhe Blood Advantage and Good Standing can purchase a Sidhe weapon for one HP less than the listed cost: [Avalon]
  1. Sidhe Sword (4 points):  Fencing or Heavy Weapons Skill required.  4k2 weapons in the Triple Kingdoms, 3k2 elsewhere.  When rolling Initiative, you may lower one action die by one.

  2. Sidhe Bow and Arrows (3 points): Sidhe bows and arrows are a special gift.  The bowstring can never be broken and the six arrows that come with it can always be retrieved after combat.  Those struck a killing blow with a Sidhe arrow do not die but but instead fall into an enchanted sleep, which lasts asl ong as the GM sees fit (a single night is normal, but periods of up to one hundred years are known).

  3. Sidhe Dagger (2 points): 2k2 weapon (1k2 when away from Avalon) and shares the same qualities as a Sidhe sword, including Initiative bonuses.
Small (2 points): You gain one unkept die to all Stealth or Shadowing rolls.  You mus also drop one additional die from your first Damage roll each combat.  You cannot take the Large Advantage.

Social Club Membership (Varies): The benefits of this Advantage vary depending on which social club the Hero joins.  Two of the most influential and interesting Montaigne social clubs are provided below. See the Montaigne, page 86, for more information on membership.[Montaigne]
  1. The Venerable Order of Esteemed Gentlemen (3 points): Wealthy men who're willing to pay enormous sums of money for unusual or interesting adventures.

  2. Mode Du Lac (3 points): Fashion club.

Songbird (1 point, Daughters only): You have a trained Sweetwren who can ferry messages back and forth for you.  As long as the bird has been to the location you wish to send it, it will travel there unerringly and returns to any pre-established point.  The Sweetwren cannot travel to Bryn Bresail or other realms beyond Theah, nor can it carry anything heavier than a parchment.  Flight times vary according to distance, but it usually takes some time for the bird to read its destination and return. [Sophia's Daughters]

Spark of Genius (2 points): Pick on of the following Knacks: Accounting, Astronomy, Cartography, Composer, Cryptography, Drawing, History, Law, Logistics, Mathematics, Musician, Natural Philosophy, Occult, Philosophy, Sculpting, Singing, Strategy, Tactics, Theology, or Writing.  Whenever you make a roll based on this Knack, you get a free raise. [Invisible College]

Specialty (Varies): You gain one rank in a knack that is not found inside a skill you already possess.  This advantage costs 1 HP for a basic knack, and 3 HP for an advanced knack.  You may purchase this advantage up to three times, and increase the rank of these knacks during character creation.  Knacks purchased in this manner may be increased normally after hero creation and must obey normal limitations.

Sympathetic Healer (20 points, Vesten only):  See the Vendel/Vesten Sourcebook, page 100, for more information on this Advantage. [Vendel/Vesten]

Syrneth Artifact (Varies):  The player must choose one artifact from the list.  Please see the Syrneth page, or the Pirate Nations Sourcebook, page 96, for more information about this Advantage. [Pirate Nations]

Tenure (2 points): The character has a permanent position at one of Theah's universities.  He draws a regular income, even when on sabbatical.  The income is 15G per month and the player should determine which university the Hero belongs to. [Invisible College]

The Balm (Varies, minimum 5; Female daughters only): see Sophia's Daughters, page 87, for more information. [Sophia's Daughters]

The Bargainers' Secret (4 points, Rilasciare only): You understand sorcery's terrible price.  As a consequence, you can resist its effects a little better than most.  Any sorcery directed specifically at you requires a 5 TN Raise to take effect (in addition to any other penalties).[Rilasciare]

The Secret (5 points, Rose & Cross only): Those of the Rose and Cross know the secret message of the Third Prophet, which enables them to train themselves beyond the normal limits of human potential.  This is equivalent to having the Legendary Trait Advantage, which allows one of the Hero's Traits to advance to Rank 6.  This can be bough in addition to the Legendary Trait Advantage, but the two Advantages must affect different Traits. [Rose & Cross]

The Vow (1 point, Rose & Cross only): See Rose and Cross, page 67, for more information. [Rose & Cross]

Thrall (1 point, Vesten only): You were a Thrall, a member of the servile class of Vesten society.  You gain the Servant Skill for free, and you start the game with 5G you've scrounged up along the way.  You cannot take the Jarl Advantage. [Vendel/Vesten]

Toughness (5 points; 3 points for Ussuran Heroes): All of your wounds checks have one extra kept die.

Trace-Blooded* (10 points): You have the merest trace of sorcerous blood in your veins. You start the game with a sorcerous heritage, but you only have one Sorcerous Knack at rank 1. This knack can never be raised past rank 3, and you can never learn any other knacks from this sorcery. You can be twice, three times or four times Trace-Blooded (or twice Trace-Blooded and once Half-Blooded), with Sorcerous Knacks from the same or different heritages, by taking this advantage more than once.

Trained Spider (2 points, 1 if Fate Witch):  The spider is a natural embodiment of the Vodacce Fate Witch, and many women train spiders to serve a variety of purposes.  You have acquired one of these specially-bred spiders, ranging in size from a fingernail to a dinner plate.  Spiders are considered Brutes with a threat rating of 1.  They cannot engage in extended combat and are considered pets, not servitors.  It fulfills a single specific duty; choose one or roll on the list below. [Vodacce]
  1. Glow: You have a small globe filled with tiny spiders which produce a bright phosphorescent glow.  The globe can illuminate an area of 10' by 10'.

  2. Poison: This spider can be trained to bite anyone who enters a specific area no larger than a single room.  The bite is intensely painful and causes 3k2 wounds, but can only be administered once per day.

  3. Theft Mark: This spider has been trained to bite anyone who touches a specific object.  While not fatal, its poison causes the skin to swell like a balloon.  The effects last for several days, making it very easy to spot the thief.

  4. Door Marks: This spider has been trained to spin webs across doors, windows, and other entrances, allowing the owner to know when intruders have crossed them.  It takes the spider ten minutes to "mark" a single entrance.  Once marked, the owner will know with a single glance if anyone has passed by.

  5. Tough Lines: This spider produces a very strong thread, which may be used as thin rope.  It takes one week to spin fifty feet of thread, which can support up to 250 lbs.

  6. Retrieval: This large spider has been trained to retrieve small items -- pens, rings, sheaves of paper, etc.-- and return them to its owner.  The items cannot weigh more than one pound, and the spider is limited in what it can retrieve to either one single type of item (pen, ring, etc), or an item which the spider has had the opportunity to mark with its scent.

  7. Message Transfer: The spider's bite can effect a brief transfer of information from one subject to another.  The message transfer must be fifteen words or less and compose a single sentence.  The information only travels one way (from a sender to a subject) and cannot be transferred to more than one person.  Keep in mind that an unwitting subject may not realize what the spider is up to and squash it before it can bite.  The spider may oly use this ability three times per week.

  8. Tracking: The spider can track a specified person, leaving a distinctive thread on buildings and other landmarks for its mistress to follow.  Distance is no object; the spider can follow its subject for hundreds of miles if necessary.  The tracking ability only works if the subject is on foot: the spider is too slow to follow horses or wagons, and ships leaving no place to mark passages.

  9. Hide Object: The spider can take a single object (weighing no more than a pound) and hide it in a secret place, cocooning it with thread and then retrieving it when ordered.  The object is considered invisible for the purposes of searching; it simply cannot be found by normal human means.  The spider can hide up to three objects at a time with this ability.

  10. Roll twice on this table, ignoring this result hereafter.

Twisted Blade (Varies, Vodacce Only): For every 2 HP  you spend in this Advantage, your weapon receives 1 destiny die.  You may purchase up to 5 destiny dice for your weapon.  You may spend these dice before making any roll that has something to do with the weapon (attack rolls, damage rolls, swordsman knacks, active defenses, etc.) with each spent die adding +1k1 to the roll.  Your destiny dice refresh at the start of each Act.  Fate Witch heroes may Twist a weapon; see Swords Spread under "New Sorte Rules" (pg 88, Vodacce Sourcebook).  [Vodacce]

Tyro (2 points, Rose & Cross only): 50-point henchman loyal to the Knight.  He cooks the knights food, saddles his horse, and takes care of the minor annoyances that fill everyone's lives.  In exchange the knight does his best to to teach him the way of the Rose & Cross.  Should the Tyro die in the line of duty, this advantage is lost for one year.  On the other hand, the Tyro should gain Xp at the same rate as the rest of the party, and once he has become a 100-point character, he becomes a Hero and is discharged from the Knight's service, whereupon the Knight gains a new Tyro, and a trusted ally in the Rose and Cross. [Rose & Cross]

Unbound (15 points, Male Vodacce Only): You are immune to all uses of Sorte sorcery.  All fate strands attached to you are considered Court Cards, whether they are actually that powerful or not.  In addition, when facing a Fate Witch in combat, you have a fear rating 2 in regards to her. [Vodacce]

Uncanny Gift* (5 points): This advantage may only be bought by characters with half-blooded, twice-blooded or trace-blooded sorcery. When buying this advantage, the sorcerer nominates a sorcery knack; the maximum number of ranks he may have in that knack is raised to 5 as if he was full-blooded. This advantage may only be bought once.

University (4 point; 2 points for Castillian Heroes): You have attended one of the great schools.  As a result, any Civil Skill costs you 1 point rather than 2 to purchase at the start of the game.

Unnerving Countenance (Varies): Below average (2 points) -  -1 unkept die penalty for all social rolls except those where being unpleasant to look at can be an advantage (haggling, for example), those rolls get a +1k1 bonus.  This bonus applies to Intimidation attempts as well; Ugly (4 points) -  -2 unkept dice for social rolls, +2k2 for Intimidation; Hideous (6 points) -  -3 unkept dice for social rolls, +3k3 for Intimidation.  Furthermore, you may spend one action per turn displayingyour ugliness to add +1 to your Fear rating for the remainder of the turn.  If you do not have a Fear rating, you temporarily gain a Fear Rating of 1.  *Note: You cannot take both this advantage and the Appearance advantage.[Sophia's Daughters]

Uppmann's Coat (2 points, Rilasciare only): You have acquired one of Hans Uppmann's ingenious coats, containing hidden tools or special property of some sort.  All his coats can be used to communicate via the coat code, regardless of their other features.  Choose one ability from the list below or roll a die. [Rilasciare]
  1. Picks

  2. Knives

  3. Pistol

  4. Secret Pockets

  5. Weighted

  6. Reversible

  7. Secret buttons

  8. Armor

  9. Waterproof

  10. Roll twice on the table, Ignoring this result hereafter.

Ussuran Accent (0 points): See the Ussura Sourcebook, page 102, for further information. [Ussura]

Vendel League Seat (8 points, 5 if Vendel): Every year, the Vendel League auctions off some League seats.  You were able to secure one this year.  Your Reputation is increased by 10 points and you gain an income of 100G per week.  This income is lost when your seat goes up for auction in three years, but can be regained by winning a seat at that year's auction.  While you have the seat, you may cast a vote at the meetings of the League. [Vendel/Vesten]

Vendel or Vesten Accent (0 points, Vendel or Vesten Only): Please see the Vendel/Vesten Sourcebook, pg. 100, for more information on this Advantage.  [Vendel/Vesten]

Vestenmannavnjar Bought-Man (7 points, 6 for Vesten): The Bought-man is considered a Henchman and should be built as other Henchmen.  The Bought-man recieves a Vesten Swordsman School (Halfdannson, Leegstra, or Siggursdottir) in addition to the usual 75 HP a Henchman is built with. [Vendel/Vesten]

Vodacce Accent (0 points, Vodacce Only):  See Vodacce sourcebook.  [Vodacce]

Vodacce Valet (6 points, 5 for Vodacce): The Valet is considered a Henchman and should be built as other Henchmen are.  He recieves a 3 in all Criminal Knacks in addition to the normal 75 HP a Henchman is built with. [Vodacce]

Warm Climate Conditioning (2 points, 1 for Crescents): You  may not have this and Cold Climate Conditioning [Ussura].  When you take Wounds from warm weather, you roll one less die (-1k0) for wounds.  Unfortunately, you are not used to cold climates, so when you take wounds from cold weather, you roll one more die (+1k0). [Crescent Empire & Islands of Gold]

Windrunner (3 points, Crescent Only): Horse, please see the Crescent Empire Sourcebook for further information, page 90. [Crescent Empire]

Wistinghaus Bodyguard*  (8 points): You have a loyal minder who has been trained at the elite Wistinghaus School for bodyguards. This bodyguard is a 75 HP Eisen henchman who knows the Wistinghaus School. He has three ranks in all Bodyguard and Sentry knacks for free.

Zodiac Sign (2 points, Crescent Only): Chart and explaination forthcoming. [Crescent Empire]

* Skills from 7th Sea Addendum eBook.