Bubbly Anchovy (3) Orren Advantage. You may summon or create fish by swishing around in the water and making bubbles. You will never go hungry, and neither will your friends.
Discerning Baggage (2) You always know where your equipment and possessions are, if they are within a range of Perception+5 miles. Pickpockets hate you intensely.
Dooming Birthright (-2) You and your whole line of ancestors have had a particular kind of Doom, such as always falling for a beautiful person who robs you blind. You know what the Doom is, and how it has wrecked the lives of many of your ancestors. You know that it is coming for you too.
Dynamic Coma (2) You can cast spells when you are incapacitated.
Excessive Doom (-3)You have So. Much. Doom. Approximately like Sythyry in Sythyry's Journal.
Indentured Drink (0) You are companionable with the lower servant classes, and they are generally glad to spend time in the evening with you at a bar.
Long Echo (3) When you feather-cast a spell successfully, the spell will be feather-cast again exactly one minute later on the same target.
Magic Enhancer (4) When you hammer-cast a spell, you may (without spending cley) add s20 to the Power of any or all spells cast near you or by you during the next minute.
Moist Nose (3) Cani Advantage. You are always healthy. You are immune to all diseases, and recover from poisons the way a Rassimel does. Healing spells can heal you 7 life points above the normal maximum.
Muffin-Shaped Perspicacity (3) When you eat your favorite food (traditionally a muffin, but it could be anything), you gain +4 in Wits for the next hour.
Piquant Science (-4) When you make a Knowledge or Magic Theory roll near someone else, you are extremely witty about it ... in a way that annoys some listener severely.
Slippery Servant (5) A criminal has become your extremely devoted and loyal servant or follower. Construct him as a standard PC. He is helpful and skillful. He relies on you to shield him from the law, probably for some crimes that he committed before you met him. He is likely to get into further trouble regularly.
Sly Tail (2) Your tail has three fingers and one small eye at the tip. You can pick pockets and perform other such minor deeds with it. People who know about this will suspect you of being a monster, so this is a Dark Secret (as the usual Disadvantage.)
Sweet Tail (3) Your tail is beautiful. People will often stop to admire it, pet it, etc. You may receive offers from people wishing to do more with it.
Tremulous Transmogrification (3) If you are under a shape-changing spell, you may make a Magic Resistance roll against the spell's power to change back, or, if you have done this to change back, you may make another Magic Resistance roll to resume the transformed shape. You may switch back and forth as often as you like during the spell's duration.
Wandering Whinging (1) You are whiny, in a way that amuses people considerably. News of your misfortunes travels quickly. People generally laugh at you, but are often willing to help.
Glass Collector Experience (2) Bargain, Judge Value, Etiquette, Flirting, Guile, etc.
Loyal Pet Experience (-2) You have considerable experience at being transformed into animal shapes and being someone's loyal pet. Purchase a transformation ability separately if you can do it intentionally. You have 50 exp in skills related to your animal form. This is a Dark Secret, as it is horribly undignified.
Saggar Maker's Bottom Knocker Experience (5) You experienced the most awful apprenticeship on the World Tree. Dodge (50), Life Base(50), and various craft and athletic skills.
Tree Surgeon Experience (3) Rather like Healer Training, only Herbador-based
Cleyseller Experience (-3) Experience in Cley Base and Flirting. Major social stigma.
Celebrity Crackpot Experience (5) Massive social and knowledge skills; publicity; social status.
Sap Tapping Experience (3) Herbador, Craft skills, Wilds Survival, etc.
World Amber Carver Experience (1) Herbador, Craft skills.
Screaming And Flailing Experience (1) You have experience in getting out of there -- Jump, Run, Swim, Climb, Dodge, Sneak, Disguise.
Artists' Eye Experience (2) Crafts skills and Just Value.
Doom-Purveyor Experience (-4) Take 120 exp in useful skills. When you use any of these skills near anyone, very bad things happen.
Wizard Groupie Experience (2) Magic Theory, Magic Analysis, Flirting.
Proofing Fool Experience (2) Dodge, Life Base, Magic Resistance.
Oversized Gamebird Combat Training Target Experience (4) Animal Handling, Dodge, Run, Life Base, Combat Stance Base.
Amber-Worker Experience (3) Craft and merchant skills, lots of money.
Bartender Experience (1) An assortment of highly-variable social skills.
Bookie Experience (1) Judge Value, Bargain, Intimidate.
Which of these would you consider using in a campaign you ran?
Which of these would you consider using for a character you played?
You must pick one of these for real life. Which one?
Which of these are too stupid to live?