Name |
Die value |
Effect |
Source |
Acting Ability |
1, 2, 3 |
Advantage Die value applied to Presence skills other than Animal Handling or Willpower, when acting. |
Draco |
Acute Balance |
2 |
Innate sense of balance and rarely falls. +1D to all acrobatics and climbing rolls. |
DCH |
Acute Hearing |
2 |
+1D PER, Search/Conceal, Sneak |
Draco |
Acute Manual Dexterity |
2 |
The hero has extemely nimble fingers and hand-eye coordination. They receive a +1D bonus to all lockpicking, sleight of hand, and thievery rolls. |
DCH MH |
Acute Sense of Direction |
2 |
Incredible memory for landmarks and general orienteering. Easy navigation roll to know general location. Difficult roll tells location precisely and can find the same spot again. |
DCH |
Acute Smell |
2 |
+1D in tracking/search when using smell |
Draco |
Acute Taste |
2 |
+1D in tracking/search/eating when using taste |
Draco |
Acute Touch |
2 |
+1D Pickpocket, Sleight of Hand, Lockpick |
Draco |
Acute Vision |
2 |
+5 long range shots,+1D Search |
Draco |
Allies |
1,2,3 |
This Advantage gives your character a person or group to call upon in times of need. |
D6 Powers |
Ambidexterity |
2 |
No off hand penalty |
Draco |
Animal Friendship |
2 |
+1D Animal Handling, Beast Riding |
Draco |
Artistic Ability |
2 |
+1D Forgery |
Draco |
Attractive Appearance |
1, 2, 3 |
+1D per Die to Presence or related skill roll except Animal Handling, disguise, interrogation, and willpower |
DCH |
Authority |
1,2,3 |
The level of the Advantage is based on the character’s rank, duties, and power in his local jurisdiction. |
D6 ADV |
Baby It |
2 |
You can coax a damaged vehicle to continue beyond its logical limitations. Once per combat you can ignore a critical hit. If the vehicle is not repaired before the next combat sequence, it then suffers the damage at that time. |
SW 3rd Ed |
Better Luck Next Time |
3 |
Whenever you roll an action die for a skill check or a save, and you roll a one, you get your action die back after resolution of the roll. |
SW 3rd Ed |
Bilingual Background |
2 |
+1D Cultures, Languages (receive one additional lang. Free upon creation.) |
Draco |
Blandness |
2 |
+1D Con, Stealth |
Draco |
Blood and Guts |
1 |
Through sheer tenacity and daring, you lead your troops to victory. +2 command, +2 Tactics |
SW 3rd Ed |
Born Behind the Wheel |
1 |
You seem to be a natural pilot, gaining a +2 to all piloting skills. |
SW 3rd Ed |
Charismatic |
3 |
Incredibly friendly and upbeat. +1D to any Presence or related skill roll. |
DCH |
Computer Aptitude |
2 |
+1D Comp Prog & Repair, Security Systems |
Draco |
Contacts |
1,2,3,4 |
The character “knows somebody” or a group of somebodies who will generally help out the character if he makes a decent appeal or sufficiently compensates the contact. |
D6 ADV |
Cultures |
1,2,3,4 |
The character has knowledge of a particular (usually unusual) culture that he can use to his benefit when among people of that culture. |
D6 ADV |
Doesn't Take a Hint |
2 |
Some beings just won’t leave you alone. Once per session, you may get an extra surprise attack against an opponent. |
SW 3rd Ed |
Double Jointed |
2 |
The hero has a natural suppleness to his joints that allows him to bend them to extraordinary degress. This confers a +1D to all applicable skill rolls. |
DCH |
Dual Identity |
2 |
Two sets of complete identification |
Draco |
Education |
2, 3, 4 |
+1/(Point-1) Knowledge |
Draco |
Efficient PKE |
3,4,5 |
You can generate and store PKE more efficiently than other Psychics. |
D6 Powers |
Equipment |
1,2,3,4 |
The character gains a piece of equipment he would not normally have because it is too expensive or “unavailable,” but only if it is allowable under the game setting. |
D6 ADV |
Fame |
1,2,3 |
The character, for some reason, is fairly well known. |
D6 ADV |
Familiar |
6D to 24D |
Familars are magical assistants that aid the caster in their magic wielding. Often times they are small animals, demons, or even fantastical creatures (such as elves). Unlike Allies (who are friends and equals) and Contacts (who provide information), familiars are able to lend magical ability as if they were another mage. Familiars should not be another PC nor NPC. More details in the DCH Magic Handbook, pg 6. |
DCH MH |
Fast Reactions |
4 |
Hero reacts quickly to any situation and gets a +1D to initiative rolls and dodges |
DCH GM |
Fearlessness |
2 |
+1D Command, Con, Bargain, Seduction, resist Intimidation, Interrogation |
DCH |
Full of Surprises |
2 |
Beginning at the next Level you gain, you need not spend pips on skills. Instead you may, as a free action before making any skill check, spend your remaining pips to increase a skill. You may not exceed the 2 pip max per skill. Pips must be spent before attaining another level. |
SW 3rd Ed |
Gifted in Learning |
4 |
Knack for picking up new skills and improving old ones. Can add new skills for free and existing skills can be increased one pip less, but never less than 1 pip. |
DCH GM |
Good Looks |
1,2,3 |
The character is attractive and well received on 1st impressions. |
D6 Powers |
Good Reputation |
2 |
+1D to Bargain, Persuasion, Streetwise, you're known as a gentle being |
Draco |
Hardiness |
4 |
The hero can withstand being injured better than the average person. Wound Levels are reduced by one. |
DCH GM |
Hold Together Baby |
2 |
Once per session, when your personal vehicle/vessel is attacked and the result is Severely Damaged or Destroyed, you can reduce it to Heavily Damaged. |
SW 3rd Ed |
I Owe You One |
2 |
When one of your friends saves your life, you owe them one. You can, once per time being saved, give them one of your action die. Once the die is given, you don’t owe them one. Unless you owe them twice, then you just owe them once. |
SW 3rd Ed |
Intimidating Grin |
2 |
You have a smile that is incredibly unnerving. +1D to all Intimidation and Willpower rolls, while smiling. |
DCH |
Laboratory |
1 |
The character has a lab or workshop to create gadgets or other things. |
D6 Powers |
Language Ability |
2 |
+1D Languages |
Draco |
Leadership Ability |
2 |
Hero is a natural leader, +1D to command and persuasion rolls. |
DCH |
Light Sleeper |
2 |
Roll Combat Surprise while sleeping |
Draco |
Lightning Reflexes |
3 |
You may roll initiative twice and take the roll you prefer. |
SW 3rd Ed |
Luck |
3 |
There’s no all-powerful energy field guiding you! You gain an additional action dice. You must choose a die that is different colored than the other action dice. When you roll this die, if you roll a 1 roll again. If you get a one again, complications ensue. |
SW 3rd Ed |
Magi |
2D to 4D |
Born with the ability to see things from a different perspective and use the ambient PK energy around them. You gain the Magic Manipulation attribute with the same amount of dice as what you purchase for this advantage. (2D to 4D) Roll 3D6 x3 to create your potential PKE pool. |
BPRD |
Magic Resistance |
2D to 5D |
The hero has an innate resistance to magic. 2D provides protection from feedback at 2D against feedback. At 5D all magical damage is reduced by Half. |
DCH MH |
Magically Adept |
5D+ |
The hero is naturally adept at using magic. Each 5D in advantage, gives +3D in all Magic Manipulation skills. Cannot be taken with the Magic Ineptitude Disad. |
DCH MH |
Martial Prowess |
2 |
The character has a +1D bonus when using Brawling, or the specialization Martial Arts |
Draco |
Mechanical Aptitude |
2 |
+1D to engineering and repair |
DCH |
Musical Ability |
2 |
+1D musical skills |
Draco |
Obscure Knowledge |
2 |
+1D to any generic (non-skill-specific) Knowledge roll |
DCH |
Observant |
2 |
+1D to search, surveillance, or tracking rolls |
DCH |
Old Smoothie |
1 |
You have a gift of saying the right things at the right time. Most find you disarming. +2 to Persuasion, Con, Bargain, and Gambling rolls when using your charms. |
SW 3rd Ed |
Ominous Demeanor |
1 |
Your character has a scary demeanor, and most people steer clear of you. |
D6 Powers |
One In A Million Shot |
4 |
With a ranged weapon, either personal, vehicular, or space, you can make that one tough shot to save the day. Once per session, you may declare a target hit with out rolling to hit it, doing max damage. |
SW 3rd Ed |
Owed a Favor |
1-6 |
The hero has the eternal gratitude of someone. Unlike the contact advantage, a person who owes a favor to the hero feels more obligated to fulfill all requests. |
DCH GM |
Patron |
1,2,3 |
The odds are that most players’ characters are not independently wealthy. But they might have access to wealth in the form of patrons. |
D6 ADV |
Photographic Memory |
4 |
Character can remember details with uncanny clarity. +1D to all Knowledge related rolls or any relevant Perception related rolls |
DCH GM |
Preparedness |
2 |
The Character is ready for almost any contingency. If the player announces a plan to the GM before performing a complicated task, she receives a +1D to all actions she performs related to the plan. |
DCH |
Psychic |
|
Born with psychic abilities and the capacity to generate PKE. You now have the extranormal attribute Psychic Powers. You gain the Psychic Power attribute with the same dice as what you purchase for this attribute. (2D to 4D) Roll 3D6 x5 to create your potential PKE pool. |
BPRD |
Quick Draw |
2 |
+1 to init and doesn’t take a half action to draw weapon |
SW 3rd Ed |
Quick Healer |
1 |
Take ½ the time to heal as normal. |
SW 3rd Ed |
Renown |
1D to 8D |
Famed for fighting against the forces of evil. See the Magic Handbook for levels, pg 7 |
DCH MH |
Secret Hideout |
|
You have a secret base of operations. |
D6 Powers |
Size |
1 |
The character is much larger or smaller than the average Human. |
D6 ADV |
Skill Bonus |
1 |
Advantage represents a knack, a well trained skill or the result of an extended life. |
D6 Powers |
Skill Minimum |
4 |
The character always gains at least 3 times the minimum for selected skills. These skills can't have any other bonuses from advantages. |
D6 Powers |
Subculture & Jargon |
1 |
+1D Streetwise, Cultures, Bureaucracy in chosen area of expertise |
Draco |
Support Staff |
var |
You have a staff that helps you further your goals. |
D6 Powers |
Technologically Advanced |
1-5 |
For each tech level higher than the base level, the character receives a +1D bonus to all Computer Ops and security rolls |
DCH |
Thousand Faces |
2 |
The Character is a master of Disguise or of such an average appearance, that he could be anyone. +1D to disguise and any Presence-related rolls made while using a disguise. |
DCH GM |
Trademark Specialization |
1 |
This Advantage works a lot like a combination of the Skill Bonus Special Ability and Fame. The character is very good at one very specific thing, and he is known for it. |
D6 ADV |
Trivia buff |
2 |
The character has a +1D bonus on all rolls regarding a specific area - info |
Draco |
Uncanny Aptitude |
3 |
Similar to Skill bonus, a little more specific. GM approval and examination… |
D6 Powers |
Utility Belt |
4 |
You always have the right tool, gadget, or device for the situation. You may have a number of devices equal to your class level that may be undefined until you need it. These devices are usually of minor damage or importance. Knives, nets, tangle cable, and ect. (A good example of this is Jango or Boba Fett’s armor, which seems to have the right weapon for the situation.) |
SW 3rd Ed |
Ventriloquism |
1 |
The hero can throw his voice from several feet away. |
DCH GM |
Wealth |
1 or more |
The character with this Advantage probably has an estate or a series of investments that will keep him comfortable for a good long time. Or is nobility. |
D6 ADV |
Youthful Appearance |
1 |
Character looks much younger than they are. |
D6 Powers |
Wizard |
2 |
You follow the Laws of Magic handed down by the White Council. Choose 3 paths of magic from the following: Alchemy, Alteration, Apportation, Conjuration, Divination, Illusion, Tattoo, Technomancy, and Wards, must take Moral Code Disad -2D |
BPRD |
Warlock |
2 |
You refuse to follow the Laws of Magic, and are usually opposed to the White Council. You may choose 3 of any path of magic, however you must take the Hunted Disad at -2D and are hunted by the Wardens |
BPRD |