One thing that came up in discussion with my players: there are not that many 1 point advantages, meaning everyone who has that one point left over will either quickly use it to become a Linguist or Able Drinker, or they'll revamp their collection of advantages so they can get a 2-3 point advantage instead (I had a four hour phonecall with a player who was in this very situation with his first ever RPG character). I also wanted to add a few more so not everyone had the same advantages (three of my four players took Linguist because they had a leftover point and it was the only "useful" advantage).
With that in mind, I sat down with a fellow GM that's at my table and went through the list of advantages from 1st Edition and started to put together a list of the advantages that didn't make it yet. We took any 1-2 point advantage we could find, as well as the vague ones that didn't have great coverage, and went from there.
This is what we've put together so far.
EDITED 9/20/16 WITH UPDATES FROM VARIOUS INPUT.
Faith: You aren’t sure what this does. You just have to have Faith.
GM Note: This is really up for interpretation, just like the first edition version of this. Do what you will, but options inspired by first edition include Miracles (allowing the hero to spend a Hero Point to perform something amazing such as a feat of strength or healing), ignoring Fear, cancelling magic, or even gaining additional Hero Points for specific times or tasks.
The Player should not know what the advantage does, as Faith works in mysterious ways.
Treasure Map: (Inspired by Island Hideaway): You start the game with part of a treasure map. It doesn’t give you everything you need, so you’ll need to find the other pieces.
GM Note: This can be handled with the player, but the GM still has veto power. Maybe there’s a specific treasure, the entire thing is a plot, or the map itself is something reusable (think Pirates of the Caribbean’s Mao Kun map). Work with the player and make it awesome, but if the map isn't usable afterward, ensure they get something worthwhile (like a discount on another related advantage).
Island Hideaway: You know of an island that isn’t on any official map, and have used it as a safe harbor in the past. You know how to get there, but it may or may not be uninhabited when you arrive.
Sensitive Bones: You always know when the weather is about to shift for the worst, such as when a storm is brewing.
Scarovese: You have studied the words of Christofo Scarovese, and have learned to manipulate others and politics for your benefit. When rolling to see if you have become a Villain after gaining Corruption, consider your Corruption rating one lower Should anyone know you’ve studied (and practice) these works, they may come hunting for you either as a threat. . .or a potential ally.
Note: This hasn't been tested, but doesn't seem like a bad deal for one point/step. An alternative is to allow two dice to be rolled, keeping the better option, but it isn't as reliable as reducing by one.
Old Name: You have an old name that is respected by the Vesten. Spend a Hero Point when interacting with a Vesten. As long as you have been honoring your name, you will find that they will be friendly and helpful to you.
GM Note: This is similar to “Connections,” but is limited due to needing to find a Vesten, spend a Hero Point, and be true to your name (and not dishonor it). These restrictions seem worthy of reducing the cost by one point.
Animal Affinity: You have a knack with animals and can calm them down. Spend a Hero Point to calm down a scared or aggressive animal.
Trained Spider: You have been given (or somehow acquired) a trained spider from Vodacce. It is capable of performing one extraordinary feat or serving a specific duty. Note that these spiders are NOT combatants, and are considered to be a Strength 1 Brute Squad for all intents and purposes. Roll a d10 or choose one of the options below.
<All text pulled directly or modified from Nations of Theah: Vodacce, pages 100-101)
Glow: You possess a small globe of spiders that produce a phosphorous glow. It can illuminate a small room (10’x10’)
Poison: The spider can be trained to bite anyone who enters a specific area, no larger than a room. The bite will defeat a Brute or cause 5 wounds to a Hero/Villain. It takes 24 hours for the venom to build up enough to be used again. The spider cannot be used in combat (unless someone steps where it was guarding in combat, of course).
Note: I changed this from an automatic Dramatic Wound to 5 wounds, giving Hero/Villains a chance to decide if they wish to spend Raises to resist it, whether through sheer constitution or quick thinking/moving. This is especially true in Dramatic Scenes, as every Raise counts.
Theft Mark: The spider has been trained to bite anyone who touches a specific object. While not fatal, it causes the skin to swell like a balloon, and the area around the bite will be slightly discolored. This swelling effect lasts for two days, but it will take about a week for the effects to fully heal.
Note: This was slightly tweaked, as the original text stated "several days." I changed it to be swelling for two days (normally more than enough time to find the target), with a rather obvious mark that can be hidden by gloves that will last for a week.
Door Mark: The spider has been trained to spin webs across doors, windows, or other entrances, allowing to know when intruder’s have crossed them. It takes the spider ten minutes to “mark” an entrance in this way. The owner can tell if it is intact with a single glance.
Tough Lines: The spider produces a very strong thread, which may be used as thin rope. It takes one week to spin fifty feet of thread, which can support up to 250 pounds.
Retrieval: This large spider has been trained to retrieve small items — pens, rings, sheaves of paper, etc. — and return them to its owner. The items cannot weigh more than one pound, and the spider is limited in what it can retrieve to either one single type of item (pen, ring, etc), or an item which the spider has had an opportunity to mark with its scent.
Message Transfer: The spider’s bite can effect a brief transfer of information from one subject to another. The message transfer must be fifteen words or less and compose a single sentence. The information only travels one way (from a sender to a subject) and cannot be transferred to more than one person. Keep in mind that an unwitting subject may not realize what the spider is up to and squash it before it can bite. The spider may only use this ability three times per week.
Tracking: The spider can track a specified person, leaving a distinctive thread on buildings and other landmarks for its mistress to follow. Distance is no object; the spider can follow its subject for hundreds of miles if necessary. The tracking ability only works if the subject is on foot: the spider is too slow to follow horses or wagons, and ships leaving no place to mark passage. This will allow players the means to track their quarry or, if they are elusive and rolls must be made (such as for chases), grant the one with the spider an additional die.
Hide Object: The spider can take a single object (weighing no more than a pound) and hide it in a secret place, cocooning it with thread and then retrieving it when ordered. The object is considered invisible for purposes of searching; it simply cannot be found by normal human means. The spider can hide up to three objects at a time with this ability.
Parlor Trick: The spider is capable of performing a specific trick or task, such as making a loud noise like an alarm, making "music" in a way similar to crickets, or some other non-combat effect that the player and GM can agree to.
Dangerous Beauty (Character Creation Only; exceptions by GM approval): You possess a specific quality that makes you attractive, whether it's a magical birth mark next to your eye or an accent that is sultry enough to lure a chaste priest to your bedroom. When you choose this advantage, clearly specify the source of your "Dangerous Beauty." When it can be utilized to your advantage, gain 1 bonus die when attempting to seduce a target.
Trustworthy Face: There is just something about you that people trust. Maybe your face reminds them of a good friend, or the way you carry yourself instills that belief. When you are trying to convince someone to trust you, gain 1 bonus die to your roll.
Unobtrusive: You have an appearance that helps you blend in to a crowd, or just become forgotten amongst the various details in a noble household. When you attempt to blend into a crowd or go unnoticed as a servant would, gain 1 bonus die to your roll.
In addition to the above, we've been talking about making a set of "scalable" or "improvable" advantages, such as Sidhe Blood, Inheritance, etc. I haven't gotten far with it besides just mentioning the idea due to other irons in the fire, but I'm game for working on it soon if anyone is interested.
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