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. |