- [x] Ranald: Trickster God of luck, fortune, and thieves. Barely tolerated by polite society.
- [x] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
- [x] Security: You can enchant locks so they cannot be picked for a week, and set magical tripwires that alert you if they are crossed.
- [x] Mindhole: You attempt to mentally overpower your target, who must be reasonably close. If successful, they will forget everything they know of you.
- [x] Doppelganger: You take on the appearance of a specific humanoid creature for around half an hour, though not their voice.
- [x] Very Divided Loyalties: Go back to the first post and pick another motivation for +3 shinies.
- [x] Inspiration: To you, this position is merely a stepping stone towards a pet project that consumes you.
- [x] Hunted Witch: For reasons unknown to you, the local witch hunters are itching for any excuse to purge you. Better win them over or get some powerful allies quickly. +2 shinies - i mean we are a jade wizard...they will never like us period, might as well get some points out of it.
- [x] Ranald's Debt: You can go up to three shinies in debt, but each will turn a failure into a critical glitch at a time most amusing to the Trickster God. X3
- [x] A More Mundane Debt: You are deep in debt to the Colleges of Magic for your education. They will expect you to start repaying it soon. You don't want to find out what they do to collect on outstanding student loans. Can be taken up to three times for +1 shiny each. X3
- [x] Arcane Mark: A past fumble with shadow magic has left you permanently changed. Will be rolled randomly; results vary in severity but almost all will leave normal people uneasy around you. +1 shiny, can only be taken once
- [x] Snakehunted: Attracted by miscast Shadowmancy, a Wisdom's Asp has been pursuing you for as long as you can remember, and until defeated (can it be defeated?) it will continue to grin back at you through mirrors and try to sneak into your bed at night to squeeze the life from you. +2 shinies
- [x] Apothecary: You have the equipment and the training to brew potions and identify useful ingredients, though you will have to experiment or research to find what you can do with local sources.
- [x] Power Mist: Showing a shocking amount of hubris, during your apprenticeship you managed to get your hands on a restricted book and tried to construct a Power Stone. Though you didn't even get close and knocked yourself out for weeks, you did somehow manage to grab and wrestles a strand of Ulgu back on itself until a mist formed, though you passed out soon after. Perhaps this 'power mist' could be contained and investigated for useful properties? And you do remember the rest of the steps, if you're ever arrogant enough to try the whole process again.
- [x] Ritualist: You know the basics of ritual magic, and if given a few months to a year to research, may be able to figure out how to enact large-scale changes to a significant area. Whether those changes are the ones you originally envisioned is entirely up to the whims of the circuitous and contradictory logic of ritual magic.
- [x] Enchanter: You have a talent for taming the winds of Ulgu and trapping them within objects. You can create very minor magical trinkets, and have a bonus to learning the more advanced forms of enchantment.
- [x] Extremely Short: Not just a little shorter than most, but significantly so, comparable to a child, a halfling or a dwarf. Being overlooked is infuriating, but often useful. -2 martial, +4 intrigue, bonus to halfling and dwarf relations but malus to leading humans and other tall creatures.
- [x] Strong: A very straightforward advantage. +4 martial
- [x] Organized: Through habit or obsession, you keep everything neat, tidy, and in it's place. +1 Stewardship
- [x] Polyglot: You easily pick up new languages. +1 Diplomacy
- [x] Eidetic Memory: Unless severely distracted, you are able to memorize anything at a glance and recall it in perfect detail later. +1 Scholarship
- [x] Quick: You're naturally brighter than the average person. +1 to all stats, though no more nebulous advantages like the other mental traits
- [X] Animal Kinship: You have a gift for getting along with and training animals. Regular animals, that is; it'd take a lot of work and luck to apply the knack to, say, hippogryphs. +1 Diplomacy
- [X] Brave: You can withstand terrors that make others flee. +1 martial
- [x] Superstitious: You know a hundred different superstitions for averting bad luck and keeping the evil eye off you. Maybe some of them work. +1 Faith
- [x] Townsfolk: You know Wurtbad and it's people like the back of your hand, and they will be quick to overcome their suspicion of your new, magical aspect and accept you as one of them once more.
- [X] College: You made friends and allies back in Altdorf, and they may be able to help with research and resources, though the road from Wurtbad to Altdorf is long and treacherous.