Advantage Cost Description
Absolute Timing 1 Can coordinate actions so that they happen precisely at the right time. Get +5 to AGI or DEX when performing an action that requires timing. Get +5 to WIS when coordinating timed event of others
Acting Ability 2 The natural ability to take on the mannerisms of others. Get +10 per level to Acting, Disguise, Mimicry or Social Chameleon
Acute Hearing 2 Exceptionally keen hearing. Get +10 to WIS anytime making a hearing roll
Acute Smell 1 Detect the presence of any unusual odor. Get +20 to WIS roll for olfactory roll
Acute Taste 1 Detect any unusual additives, flavoring agents, even poisons in food or drink. Get +20 to WIS to checks involving taste.
Acute Touch 1 Exceptional feeling in their skin, particularly their fingertips. Get +10 to any skill that requires manual dexterity (non combat). Lockpickers and safecrackers open locks in half the time.
Acute Vision 2 See far better than people with 20/20 vision, and can make out fine details which would normally be invisible to the naked eye. Get +20 to vision rolls
Alertness 1,2,3 Get +10, +20 or +30 to WIS roll when attempting to notice changes to the current evironment. This includes attempts to detect surprise attacks and ambushes as well as noticing changes in people or objects.
Ambidexterity 2 Can use both hands equally well.
Angle Perception 2 Exceptional ability to judge angle and changes in surfaces. +25 to WIS to detect these type of traps or hidden doors.
Animal Friendship 2 Get along well with animals, and can often coax them to obey commands - or at least be friendly. Get +10 per level to Animal Training.
Artistic Ability 2 Naturally talented in the visual arts. Get +10 per level to Forgery and Fine Arts.
Athletic Ability 1,2 Natural talent in jumping, running, throwing, and swimming. If you spend one point on this advantage, add 10 to your FIG, if you spend 2 points, add 20.
Attractive Appearance 1,2,3 Each point spent add 10 to your PSY for any roll involving appearance. It can also subtract 10 per point from an opponents PSY to resist rolls involving appearance.
Battle Perception 1,2 Aware of what is happening around them on a battle field and keeps their sense of mind. Each point adds 1 to initiative rolls.
Bilingual Background 2 Raised in an environment in which more than one language was spoken on a regular basis. Automatically get a second Language skill at zero level
Bizarre Resistance 6 Receive +40 Resistance to one predefined power category (Dark, Light, Nature or Wild). However, owner's spells are also effected.
Blindfighting 2 Excel and knowing where an opponent is at by means other than sight. Instead of fighting at a forth in complete darkness, only fight at half. If also have Acute Hearing or Smell fight at half +10.
Charisma 1,2,3 Able to speak eloquently and powerfully. Knows which words to use and how to say them for the best effect. +10, 20 or 30 to Con, Acting, Bargaining and other diplomatic skills
Combat Reflexes 3 Ready to fight without a moments notice. Get +1 to initiative on the first round, get +5 to AGI, DEX and FIG throughout the melee
Common Sense 2 Has a natural grasp of every day life and understands the outcome of their actions. In game terms, the GM will verify your action if he feels it is not very smart.
Dead Eye 2 Excellent targeting skills. For any action involving aiming a projectile add +10 to hit.
Double Jointed 3 Limbs and fingers can bend in unnatural ways, allowing the character to wriggle ot of confining situations. A situation where a normal character would get an AGI roll to escape, the double jointed characten need make no roll at all to escape. When a normal character has no chance of escaping, a double jointed one would get to make the roll at a half.
Empathy 2 Innate understanding of the emotions of others. On a forth WIS roll can determine if another is lying. On a half roll can determine anothers strongest emotion.
Extended Lifespan 1,3,6 Extend average racial lifespan by +10%, +50% or +100%.
Eye-hand Coordination 3 Get +10 to any AGI rolls involving the interaction of visual and physical skills. Applies to combat, throwing or catching an object, arresting a fall or riding a horse.
Fearlessness 2 Get a +20 to WIL roll for resisting fear
Focus 6 +20 to all skills involved in reaching goal. However, will ignore all other things around them.
Good Balance 2 +10 to AGI or DEX when balance is required
Hammerhand 2 Bare handed attacks to +2 edged damage
Holding Breath 1 Instead of holding your breath for the number of rounds equal to your CON, a character with this skill can hold their breath for 150% of their CON rating
Hypercharged Adreneline 3 +5 to all actions in combat
Improved Physical Structure 5 At character creation, receive additional +5 to MIG and CON.
Internal Compass 1 Always know true North. +5 to Cartography, Survival, Tracking and Sailing when direction rolls are required.
Iron Will 2 Has control over the voluntary and involuntary actions of their body. Can slow heart rate and breathing to appear dead. Get +15 to CON rolls for resisting unconsciousness and/or loss of use of a limb
Judge of Weaponry 1 Knows the damage, weight and material of common weapons and armor. Gets a +10 to WIS for determining qualities of exotic or magical weapons and armor.
Language Ability 2 Ability to understand new languages quickly. Each level of a new language gained raises the rating +10 instead of +5
Light Sleeper 2 Gets a full WIS roll to wake up when a normal WIS roll is called for as opposed to a 1/2 WIS roll for normal sleepers.
Luck 6 This character is extremely lucky and can manipulate their die rolls or rolls from the GM which effect them to be + or - 5 in their favor.
Mechanical Aptitude 3 +10 to Mechanical skills per level for levels 1,2,3, +15 per level for 4,5,6 and +20 for levels beyond 6.
Mind Block 2 +10 to PSY for resisting mental probes
Musical Ability 1 +10 to Musicall skills per level for levels 1,2,3, +15 per level for 4,5,6 and +20 for levels beyond 6.
Neutral Odor 1 Your body creates a peculiar neutral odor which cannot be smelled and masks the odor of anything within 5'.
Night Vision 2,5 2pts grants vision in low light at full when others would be at half. However, does not grant any bonuses in total darkness. 5pts grants vision in total darkness.
Obscure Knowledge 2 Gets a +20 to WIS rolls concerning one predefined area of interest.
Observation 2 Receive +10 to WIS for noticing and remembering details.
Outdoorsman 3 +10 to outdoor activities such as fire staring, survival, tracking, etc.
Peripheral Vision 2 Receive +10 to WIS for seeing things just out of sight for normal humans such as ambushes.
Presence 3 The character's manner or appearance commands attention and provides +25 to command, bargaining, con, etc.
Rapid Healing 3 Heal 2x CON per day. Can be divided to heal full CON 2x day.
Reputation 1,2,3,4 Character's reputation at some predefined skill precedes them giving +10 - +40 to intimidate, command, con, etc. others in that field.
Restless 3,6 Needs sleep only one night every 3 days at 3pts or only 3 hours per 3 days at 6pts
Sixth Sense 1,2,3 1, 2 or 3 times per adventure, can choose to call Sixth Sense into play to know about an ambush, trap, lie or "wrongness". Can also be called into play by GM.
Soothing Voice 2 Voice has a soothing effect providing +10 to bargaining, con, social skills, etc.
Speed 2 +25% to FIG for running
Springed Legs 1 Receive +10 to FIG for jumping actions.
Stamina 2 +50% to CON for determining exhaustion and resistance to toxins.
Steel Grip 2 fumble only on 99
Strike Precision 1,2 bump hit locations one area for every point
Superb Synapses 4 At character creation add +10 to AGI
Temperature Tolerence 2 Receive +10 to CON for resisting extremes in heat or cold.
Total Memory 4 +30 to WIS to remember any detail of anything ever seen or experienced. GM may apply penalties if the events being recalled are in the distant past.
Toughness 1,2,3,4 add 10 to initial DP for every point
Wealth 2,3,4 Starting wealth is the 10x greater for 2 pts, 100x greater for 3pts and 1000x greater for 4pts. Also receives a monthly stipend of amount determined by GM.