Advantages

These are details of your character that either do not define them, or are perhaps defined by another aspect that acts as a permission. For instance, one would have to be a student of the arcane in order for a dusty tome of spells to be of any use. Otherwise it's just a book and, moreover, one that's probably undecipherable to you.

Advantages may also have a cost that is paid from other character assets such as stunt points, refresh, or maybe even points of approaches. Extras that might prove beneficial to your whole team are likely to be very expensive for any single character to purchase alone and are intended as a group expenditure.

Lastly, almost any advantage listed here might make for a fine aspect, just talk it over with the Narrator.

Adept

Permissions

Magery - you have to first have to be a spellcaster to be an adept one.

Costs

1 stunt

Definition

An adept is one who has taken their study of magic to the next level. They may gain a +2 bonus on any roll related to spellcasting or magical lore.

Alien Contactee

Ally

Artifact

Artist

Attractive

Beast Kin

Beast Whisperer

Beneficial Mutation

Big

Blessed

Boon

Combat Veteran

Contact

Cool

Empath

Famous

Gear

House

Iron Gut

Lucky

Minion

Perfect Pitch

Pet

Photographic Memory

Resistance

Retainer

Small

Specialization

Strong Will

Teacher

Thick Skin

Tome

Touched

Tough

Vehicle

Wealth

Zeroed