Your initiate has special abilities making him different
from everyone else. Little secrets from his past (and present) that few know
about. Some of these may be mundane, but others can be magical. In fact, some
could have led your initiate toward the Order. In the game, we call these
little quirks Advantages.
While Advantages—by their very definition—are helpful to
your character, Drawbacks are not. A Drawback is something bad for your
initiate. Something the GM can use to cause you trouble.
You must take at least one Advantage and one Drawback.
Each additional Drawback you take allows you to take another Advantage. You may
have a total of five Advantages and five Drawbacks.
If you take more Drawbacks than Advantages, you get a
number of bonus experience points at the end of each game session equal to the
difference. For example, if you have only one Advantage and three
Disadvantages, you gain two bonus experience points at the end of each game
session. For more about experience points and how to use them, see Experience (pg. XX).