====== Advantages ====== =====Notes===== ==== Cultural familiarities ==== No familiarity is -4 instead of -3. * Imperial: combination familiarity: Reduces the penalty in any imperial place to -2. * Core: Colonial mentality is quite different from core systems * Colonies: Colonial mentality is quite different from core systems * Spacer: The people living in space have a quite different subculture from most of the Empire. * Different primary systems: several of the primary systems have quite different than standard imperial cultures due to the high autonomy. * Most of the other human worlds/star nations have different cultures * Most of the alien races have only one culture each. ==== Languages ==== * All imperial citizens normally speak the official imperial to at least accented level. * Many of the primary systems and some of the secondary and their colonies speak other languages as primary language, though all citizens are required to pass examination of Imperial(this normally requires at least 2 points in both written and spoken imperial). Typical: * French (-1 similar to historical French) 31 primary systems * German (-1 similar to historical German) 24 primary systems * Chinese (-1 similar to historical Mandarin and -2 similar to historical Cantonese -1 similar in written) 11 primary systems * Italian (-1 similar to historical Italian) 9 primary systems * Spanish (-1 similar to historical Spanish) 9 primary systems * Scandinavian (-1 similar to historical Swedish,Norwegian,Danish) 4 primary systems * Dutch (-1 similar to historical dutch) 3 primary systems * Finnish (-1 similar to historical Finnish) 3 primary systems * Russian (-1 similar to historical Russian) 3 primary systems * Greek (-1 similar to historical Greek) 1 primary system * Hebrew (-1 similar to historical Hebrew) 1 primary system * Polish (-1 similar to historical Polish) 1 primary system * Hungarian (-1 similar to historical Hungarian) 1 primary system * Most of the other human worlds/star nations speak different variations of the old earth languages. * Scholars often know the federation tongue fluently(-1 similar from imperial) * Historians can further know the historical language of "American" (-2 similar from imperial, -1 from federation) * Manril speak only one language "Mandril" * Asari speak dozens of languages, with most of them knowing at least half a dozen. * Salarians speak only one language "Salarian" * Jomus speak only one language "Jomus" ==== Licenses ==== Any license required work where your skill is 14+. Examples below: * Starship engineer: Requires at least 5 of the starship repair skills at the 14+ level and you need to also have 14+ in ship crew member and vac suit. List the skills that you are proficient in. -> allows you to be the ships engineer in a ship. * Engineer: Requires at least 5 engineering/mechanic and similar skills. * Lawyer: list the jurisdictions that you are qualified in. -> allows you to practice law professionally. * Doctor: At minimum requires physician, electronics operation(medical) and diagnosis. If you have other special physiology, list them as proficiencies and if you have surgery you are "surgeon". -> allows you to practice medicine professionally. * Pilot: Single license, but you need to list the skills it covers as they are all tested separately. If you want it to include space piloting things then you need to also have 14+ in ship crew member and vac suit. ->allows you to operate such vehicles in public. * Driving: Single license, but you need to list the skills it covers as they are all tested separately. ->allows you to operate such vehicles in public. * Starship crew member: Note that if you have a piloting license for startships or the starship engineer, you do not need this. At minimum you need to have 14+ in ship crew member and vac suit. List any additional starship operations skills included in the license. -> required to act as crew member on a ship. * Starships master: "Captain papers" requires one of the other starship licenses(pilot,enginer,crewmemeber), law(interstellar commercial) and leadership. -> allows you to act as captain of a spaceship. Any spaceship of 500 tons or more requires such, any spaceship of 15 000 tons or more requires at least two such people. * Security: requires at least 2 weapons skills, observation, search and law(criminal). -> This allows you to get work as security and buy "legal immunity(licensed security) * Private investigator: Requires at least 5 suitable investigation skills based on the type of detective you are. -> This allows you to work as private investigator and buy legal immunity(Private investigator) * Weapon license: Required to own weapons that are of legality class requiring a reason permit(LC2 normally). Requires at minimum of one skill and law(civil) at 14+. List the weapon types that apply. ====Improved G-Tolerance/G-Experience==== The following example calculations are based on a home gravity of about 1g. If yours is much different than the average human world of 0.98g the probabilities are worse. * If you have just G-experience you suffer penalties on approximately 45% of human settled worlds. (without G-Experience 70%) * If you have Improved G-Tolerance 0.3G and G-experience you suffer penalties on approximately 25% of human settled worlds. (without G-Experience 55%) * If you have Improved G-Tolerance 0.5G and G-experience you suffer penalties on <1% of human settled worlds. (without G-Experience 30%) =====Changes===== ====fit/very fit==== Fit(5pt)/Very fit(10pt): do not give bonus to HT rolls or recovery, instead any FP loss due to movement is halved/quartered. ====Afflictions==== Afflictions cost 10 points base for first level and +3 points each additional. ====Hardening==== Hardening on armor: Each level divides the armor penetration multiplier by 2. In the end round any partial multiplier to nearest full number. ====Innate attacks==== Innate attack advantage uses following table for cost multiplier based on DR scaling of mundane gear. ^ TL ^ best DR ^ Cost multiplier ^ | 0 | 4 | *2.5 | | 1 | 4 | *2.5 | | 2 | 5 | *2 | | 3 | 6 | *1.5 | | 4 | 9 | *1 | | 5 | 12 | *0.8 | | 6 | 18 | *0.6 | | 7 | 20 | *0.4 | | 8 | 48 | *0.2 | | 9 | 75 | *0.15 | | 10 | 105 | *0.1 | | 11 | 150 | *0.07 | | 12 | 225 | *0.04 | ====DR==== DR advantage uses following table based on DR scaling of mundane gear ^ TL ^ best DR ^ Cost/point of DR ^ point cost for best ^ | 0 | 4 | 12 | 48 | | 1 | 4 | 12 | 48 | | 2 | 5 | 10 | 50 | | 3 | 6 | 8 | 48 | | 4 | 9 | 5 | 45 | | 5 | 12 | 4 | 48 | | 6 | 18 | 3 | 54 | | 7 | 20 | 2.5 | 50 | | 8 | 48 | 1 | 48 | | 9 | 75 | 0.66 | 49.5 | | 10 | 105 | 0.5 | 52.5 | | 11 | 150 | 0.33 | 49.5 | | 12 | 225 | 0.2 | 45 | Use TL 10 scaling for the campaign, thus multiplying any DR advantage provided DR like from psionic powers by *10 ====Psionics==== Use psionic powers book, but cannot use the techniques. However can increase the power to include any enchantment given by the techniques(+10% enchantment/-1). Cannot normally learn new power in game, but can increase the levels of existing ones and buy the technique enchantments. ===== New advantages ===== Better gear: leveled advantage, 5 pt/level. Not normally available. Nobles as long service imperials often have contacts allowing them to buy/get issued slightly better than normally available gear. Example, where a normal infantry trooper might be issued a ETC weapon and Heavy Battle suit, someone with even one level might be issued a dreadnaught suit and a blaster.. Legal immunity(noble): * 5 pt: You are not subject to be tried by normals, only other nobles. You are expected to not dishonor your noble house and the punishments for such are harsh, but on the other hand you do not need to worry about small things like speeding or parking tickets. You can use one lower LC weapons (LC3 directly, LC 2 permits are automatic, LC 1 ones are possible for a good reason) Any noble * 10 pt: as 5pt, but you can also ignore things like weapon laws, and buy military weaponry. Any medium laws on normals do not apply at all(Ie while public brawling might land you in trouble for the bad name, the brawling itself causes no legal trouble). You can use two lower LC weapons (LC2 directly, LC 1 permits are automatic, LC 0 ones are possible for a good reason) Minor house leader/Lesser house leader immediate family/Major house further family. * 15pt: You can basically ignore any law if it does not cause bad name. You can use three lower LC weapons, so you need a permit for a small nuclear bomb and owning a planet buster needs a good reason. (LC1 directly, LC 0 permits are automatic, LC -1 ones are possible for a good reason) Lesser house leader/Major house immediate family. * 20pt You can ignore any law, as you are the law, only 2/3 vote of the chamber of nobles can cause effects to you for breaking laws, but in such cases this immunity might be negated. You can use four lower LC weapons, so you need a permit for a planet buster. But you can own tactical nuclear weapons without any need for such things. (LC0 directly, LC -1 permits are automatic). Major house leader Legal Immunity(Service): * Ranger/patrol: 4 pt: (5 pt base -20% not applicable to primary and secondary systems, though works in transit locations and the weapon limits apply everywhere) You are the law. As a representative of law in the outback you are expected to have to break laws and regulations at times so can ignore small such without problems, but your peer review of actions can cause serious effects even if you did not actually break any direct law as you are held to a higher standard. You can use one lower LC weapons (LC3 directly, LC 2 permits are automatic, LC 1 ones are possible for a good reason). Any ranger rank 1+ or Patrol rank 3+ can buy them. * Ranger/patrol command: 8 pt: (10 pt base -20% not applicable to primary and secondary systems, though works in transit locations and the weapon limits apply everywhere) You are the master of law. As a master representative of law in the outback you are expected to have to break laws and regulations at times so can ignore small such without problems, but your peer review of actions can cause serious effects even if you did not actually break any direct law as you are held to a higher standard. You can use two lower LC weapons (LC2 directly, LC 1 permits are automatic, LC 0 ones are possible for a good reason). Any ranger rank 4+ or Patrol rank 6+ can buy them. * Marshal: 4pt: (5 pt base -20% only primary and secondary systems and the weapon limits apply everywhere) to You are the law. As a representative of law you are expected to have to break laws and regulations at times so can ignore small such without problems, but your peer review of actions can cause serious effects even if you did not actually break any direct law as you are held to a higher standard. You can use one lower LC weapons (LC3 directly, LC 2 permits are automatic, LC 1 ones are possible for a good reason). Any Marshal rank 2+ can buy it. * Marshal command: 8pt: (10 pt base -20% only primary and secondary systems and the weapon limits apply everywhere) to You are the law. As a representative of law you are expected to have to break laws and regulations at times so can ignore small such without problems, but your peer review of actions can cause serious effects even if you did not actually break any direct law as you are held to a higher standard. You can use one lower LC weapons (LC2 directly, LC 1 permits are automatic, LC 0 ones are possible for a good reason). Any Marshal rank 5+ can buy it. * Imperial service: 5pt: As a representative of the empire you are expected to have to break laws and regulations at times so can ignore small such without problems, but your peer review of actions can cause serious effects even if you did not actually break any direct law as you are held to a higher standard. You can use one lower LC weapons (LC3 directly, LC 2 permits are automatic, LC 1 ones are possible for a good reason). Any Imperial service rank 4+ can buy it and those in the investigative branches and special operations can buy this at rank 3+. (Rangers rank 3+ , patrol rank 4+, marshal rank 3+ can upgrade the first level of their legal immunity to this) * Imperial service master: 10pt: As a representative of the empire you are expected to have to break laws and regulations at times so can ignore small such without problems, but your peer review of actions can cause serious effects even if you did not actually break any direct law as you are held to a higher standard. You can use one lower LC weapons (LC3 directly, LC 2 permits are automatic, LC 1 ones are possible for a good reason). Any Imperial service rank 7+ can buy it and those in the investigative branches and special operations can buy this at rank 6+. (Rangers rank 6+ , patrol rank 7+, marshal rank 6+ can upgrade the first two levels of their legal immunity to this) * Noble service: Most members of of equivalent noble services can buy 3 pt versions(only their own star system) at approximately same levels, those with 2+ levels of the advantage can buy all but highest level at full 5 point cost representing the defacto recognition of their expertise and rank. * Spectre agent: 15pt: You can basically ignore any law if it does not cause bad name if you have a reason. You can use three lower LC weapons, so you need a permit for a small nuclear bomb and owning a planet buster needs a good reason. (LC1 directly, LC 0 permits are automatic, LC -1 ones are possible for a good reason) Service legal immunities are linked to the duty and the highest level goes away when retiring. The lower levels stay as recognition to your previous service. Legal Immunity(Professional): Some professions allow you limited legal immunity when working. They all require the corresponding professional license. * Security{4]: (5 pt base, -20% only while working) Allows you to carry one step more dangerous weapons on duty and ignore small laws when needed but proportionality still applies. * Private investigator{4]: (5 pt base, -20% only while working) Allows you to ignore small laws when needed in investigation, but must act in good faith. It is occasionally possible to get 8 point versions of the professional legal immunities but they require special circumstances. * Security: The leaders and possibly shift leaders of larger security organizations. Some bodyguards guarding important people. * Private investigator: The leaders and possibly shift leaders of larger investigative organizations. Occasionally some long term marshal or ranger turned private investigator might succeed. =====Available and unavailable advantages===== Most new advantages require suitable cybernetic implant to get. ====Not available except if race gives==== |360° Vision| |25|Physical, Exotic|B34| |@Racial@ Gifts - May purchase @Traits@||1|Mental|PU2:12| |Amphibious||10|Physical, Exotic|B40| |Cold-Blooded - Under 50-degrees||-5|Physical, Exotic|B127| |Cold-Blooded - Under 65-degrees||-10|Physical, Exotic|B127| |Berserk - CR: 12 (Quite Often).||-10|Mental|B124| |Bestial||-10|Mental, Exotic|B124| |Biting Mastery - Let you use Karate skill when biting||1|Mental|MA50| |Brachiator||5|Physical, Exotic|B41| |Cannot Float||-1|Physical|B165| |Cannot Learn||-30|Mental|B125| |Compartmentalized Mind 1||50|Mental, Exotic|B43| |Digital Mind||5|Physical, Exotic|B49| |Draining (@Substance@)||-5|Physical, Supernatural|B132| |Enhanced Move (Air: @New Move@) 1||20|Physical, Exotic|B52| |Enhanced Move (Ground: @New Move@) 1||20|Physical, Exotic|B52| |Enhanced Move (Space: @New Move@) 1||20|Physical, Exotic|B52| |Enhanced Move (Water: @New Move@) 1||20|Physical, Exotic|B52| ====Available as special training likely.==== Can only have these is a training package gives them |@Skill@ based on @Stat@| |1|Mental/Physical|PU2:15| |Accent (@Language@; @Region@)| |1|Physical, Exotic|PU2:5| |Akimbo(@One Handed Weapon Skill@)| |1|Mental|HT249| |Alcohol Tolerance| |1|Physical|B100| |Altered Time Rate 1|There are few special altered time rate things available later for very specific situations |100|Physical, Exotic|B38| |Ambidexterity||5|Physical|B39| |Armor Familiarity (@Skill@) - Let you ignore one encumbrance level||1|Mental|MA49| |Armorer's Gift (Guns(@Speciallity@))||1|Mental|HT249| |Attentive||-1|Mental|B163| |Autotrance||1|Mental|B101| |Background Knowledge (@Background@)||1|Mental/Physical|PU2:16| |Breath-Holding 1||2|Physical, Exotic|B41| |Catfall||10|Physical, Exotic|B41| |Combat Reflexes ||15|Mental|B43| |Combat Vaulting (@Reach 2+ Polearm Skill@)||1|Physical|PU2:5| |Clinging||20|Physical, Exotic|B43| |Common Sense||10|Mental|B43| |Cutting Edge Training (@Skill@)||1|Mental/Physical|PU2:16| |Cotton Stomach ||1|Physical, Exotic|MA50| |Cross-Trained(Guns(@Specialty@))||1|Mental|HT249| |Danger Sense||15|Mental|B47| |Daredevil||15|Mental|B47| |Dabbler||1|Mental/Physical|PU2:16| |Deep Sleeper||1|Physical|B101| |Dirty Fighting||1|Mental|PU2:5| |Disarming Smile - Non-Verbal Diplomacy||1|Mental/Physical|PU2:15| |Drunken Fighting| Let you fight effectively when intoxicated|1|Physical, Exotic|MA50| |Dual Ready (@Single Handed Weapon Skill@)||1|Mental|PU2:5| |Efficient (@Skill@)||1|Mental/Physical|PU2:16| |Enhanced Block||5|Mental|B51| |Enhanced Dodge||15|Mental|B51| |Enhanced Parry (@Melee weapon skill@) 1||5|Mental|B51| |Enhanced Parry (All parries) 1||10|Mental|B51| |Enhanced Parry (Bare hands) 1||5|Mental|B51| ====Suitable disadvantages==== Can use any of these to replace any package disadvantage |Absent-Mindedness| |-15|Mental|B122| |Addiction (@Substance@)|Mild addictions are fairly common |?|Mental/Physical|B122| |Ailurophobia (Cats) - CR: 12 (Quite Often).| |-5|Mental|B149| |Alcohol Intolerance| |-1|Physical|B165| |Alcoholism|Only suitable as high CR as too severe will get you kicked out.|-15|Physical|B122| |Amnesia (Partial)||-10|Physical|B123| |Arachnophobia (Spiders) - CR: 12 (Quite Often).||-5|Mental|B150| |Autophobia (Being Alone) - CR: 12 (Quite Often).||-15|Mental|B149| |Bad Back (Mild)||-15|Physical|B123| |Code of Honor - @Subject@||-1|Mental|B163| |Code of Honor (Arab)||-10|Mental|BS185| |Code of Honor (Chivalry)||-15|Mental|B127| |Code of Honor (Comics Code)||-15|Mental|Sup31| |Code of Honor (Elven)||-10|Mental|BS185| |Code of Honor (Gentleman's)||-10|Mental|B127| |Code of Honor (Highwayman's)||-5|Mental|F132| |Code of Honor (Northman's)||-10|Mental|BS185| |Code of Honor (Pirate's)||-5|Mental|B127| |Code of Honor (Professional)||-5|Mental|B127| |Code of Honor (Sahudese)||-10|Mental|BS185| |Code of Honor (Soldier's)||-10|Mental|B127| |Code of Honor (Stays Bought)||-5|Mental|BS185| |Code of Honor (Theatrical)||-5|Mental|B127| |Bad Smell - -2 Reaction penalty||-10|Physical|B128| |Bad Temper - CR: 12 (Quite Often).|Only as high CR, as else you are likely to be kicked out.|-10|Mental|B124| |Bowlegged||-1|Physical|B165| |Broad-Minded||-1|Mental|B163| |Brontophobia (Loud Noises) - CR: 12 (Quite Often).||-10|Mental|B150| |Bully - CR: 12 (Quite Often).||-10|Mental|B125| |Callous||-5|Mental|B125| |Careful||-1|Mental|B163| |Curious - CR: 12 (Quite Often).||-5|Mental|B129| |Cynophobia (Dogs) - CR: 12 (Quite Often).||-5|Mental|B149| |Chauvinistic - @Trait@||-1|Mental|B163| |Chronic Depression - CR: 12 (Quite Often).||-15|Mental|B126| |Chronic Pain - ||?|Physical|B126| |Chummy||-5|Mental|B126| |Chummy (Gregarious)||-10|Mental|B126| |Climbing Line||1|Physical, Exotic|Sup31| |Classic Features (@Features@)|Possible to get as surgery|1|Physical|PU2:4| |Charitable - CR: 12 (Quite Often).||-15|Mental|B125| |Claustrophobia (Enclosed Spaces) - CR: 12 (Quite Often).||-15|Mental|B149| |Clueless||-10|Mental|B126| |Coitophobia (Sex) - CR: 12 (Quite Often).||-10|Mental|B150| |Compulsive Carousing - CR: 12 (Quite Often).||-5|Mental|B128| |Compulsive Debating - CR: 12 (Quite Often).||-5|Mental|F219| |Compulsive Gambling - CR: 12 (Quite Often).||-5|Mental|B128| |Compulsive Generosity - CR: 12 (Quite Often), +10% Cost of Living Increase.||-5|Mental|B128| |Compulsive Lying - CR: 12 (Quite Often).||-15|Mental|B128| |Compulsive Rhetoric - CR: 12 (Quite Often).||-5|Mental|Sup32| |Compulsive Spending - CR: 12 (Quite Often), +20% Cost of Living Increase.||-5|Mental|B129| |Compulsive Vowing - CR: 12 (Quite Often).||-5|Mental|B129| |Confused - CR: 12 (Quite Often).|CR 15 might work, lesser is likely crippling|-10|Physical|B129| |Congenial||-1|Mental|B164| |Delusion (@Belief@)|Many are cripling|?|Mental|B130| |Delusions - @Subject@||-1|Mental|B164| |Demophobia (Crowds) - CR: 12 (Quite Often).||-15|Mental|B149| |Dependency (@Substance@)||0|Physical, Exotic|B130| |Disciplines of Faith (Asceticism)||-15|Mental|B132| |Disciplines of Faith (Monasticism)||-10|Mental|B132| |Disciplines of Faith (Mysticism)||-10|Mental|B132| |Disciplines of Faith (Ritualism)||-5|Mental|B132| |Debt 1||-1|Social|B26| |Dislikes @Item@||-1|Mental|B164| |Distinctive Features||-1|Physical|B165| |Distractible||-1|Mental|B164| |Dread (@Item@) 1||-10|Mental, Supernatural|B132| |Dreamer||-1|Mental|B164| |Dual Identity||-1|Mental|Sup33| |Dull||-1|Mental|B164| |Duty (@Duty@)|Normally you already have this|0|Social|B133| |Dwarfism||-15|Physical|B19| |Enemy (@Who@)|Though should likely be watcher only|0|Social|B135| ====Cybernetics likely available==== |Absolute Direction||5|Mental/Physical|B34| |Absolute Timing||2|Mental|B35| |Acceleration Tolerance||1|Physical|PU2:13| |Accessory (@Tool@)|Only for tools with fairly small size|1|Physical, Exotic|B100| |Acute Hearing 1||2|Physical|B35| |Acute Sense (@Special Sense@) 1||2|Physical|B35| |Acute Taste & Smell 1||2|Physical|B35| |Acute Touch 1||2|Physical|B35| |Acute Vision 1||2|Physical|B35| |Affliction 1||10|Physical, Exotic|B35| |Alcohol Tolerance||1|Physical|B100| |Appearance|Possible to get as surgery|?|Physical|B21| |Claws, Blunt (Feet) - Only pay for hands or feet, not both||3|Physical|B42| |Claws, Blunt (Hands) - Only pay for hands or feet, not both||3|Physical|B42| |Claws, Hooves - Only pay for hands or feet, not both||3|Physical|B42| |Claws, Long Talons (Feet) - Only pay for hands or feet, not both||11|Physical|B43| |Claws, Long Talons (Hands) - Only pay for hands or feet, not both||11|Physical|B43| |Claws, Sharp (Feet) - Only pay for hands or feet, not both||5|Physical|B42| |Claws, Sharp (Hands) - Only pay for hands or feet, not both||5|Physical|B42| |Claws, Talons (Feet) - Only pay for hands or feet, not both||8|Physical|B43| |Claws, Talons (Hands) - Only pay for hands or feet, not both||8|Physical|B43| |Binding 1||2|Physical, Exotic|B40| |Burrower | You can dig as if you had a shovel.|1|Physical, Exotic|Sup30| |Damage Resistance 1||5|Physical, Exotic|B47| |Detect||0|Mental/Physical, Exotic|B48| |Discriminitory Hearing||15|Physical, Exotic|B49| |Discriminitory Smell||15|Physical, Exotic|B49| |Discriminitory Taste||10|Physical, Exotic|B49| |Doesn't Breathe|Only limited versions|20|Physical, Exotic|B49| |Doesn't Eat or Drink|Only limited versions|10|Physical, Exotic|B50| |Eidetic Memory||5|Mental|B51| ====Annoying disadvantages==== These are likely crippling in some form, so not recommended. |Acceleration Weakness||-1|Physical|B165| |Acrophobia (Heights) - CR: 12 (Quite Often).||-10|Mental|B150| |Aichmophobia/TL6+ (Sharp Things) - CR: 12 (Quite Often).||-10|Mental|B150| |Agoraphobia (Open Spaces) - CR: 12 (Quite Often).||-10|Mental|B150| |Amnesia (Total)||-25|Physical|B123| |Bad Sight (Farsighted) ||-25|Physical|B123| |Bad Sight (Nearsighted) ||-25|Physical|B123| |Bad Back (Severe)||-25|Physical|B123| |Bad Grip 1||-5|Physical|B123| |Blindness - ||-50|Physical|B124| |Bloodlust - CR: 12 (Quite Often).||-10|Mental|B125| |Cannot Speak (Mute)|except if you have migator|-25|Physical|B125| |Carrier (@Disease@)||1|Physical|PU2:13| |Cannot Speak|except if you have migator|-15|Physical|B125| |Colorblindness||-10|Physical|B127| |Combat Paralysis||-15|Physical|B127| |Cowardice ||-10|Mental|B129| |Deafness||-20|Physical|B129| |Cursed||-75|Mental, Supernatural|B129| |Disturbing Voice||-10|Physical|B132| |Dyslexia||-10|Mental|B134| |Easy to Kill 1||-2|Physical|B134| |Easy to Read||-10|Mental|B134| ====Possible social advantages==== |Ally (@Who@)||0|Social|B36| |Alternate Identity - @Identity@||5|Social|B39| |Better (@Gear@)|Limited form of the better gear, does not give any other advantages except better equipment in one very specific category|1|Social|PU2:8| |Brotherhood (@Group@)||1|Mental/Physical|PU2:17| |Call of the Wild||1|Mental|PU2:12| |Cheaper (@Gear@; @Percentage@%) - @Reason@||1|Social|PU2:8| |Citizenship (@State@)||1|Mental/Physical|PU2:17| |Claim to Hospitality||0|Social|B41| |Contact (@Who@)||0|Social|B44| |Controllable Disadvantage (@Disadvantage@)||1|Mental|PU2:12| |Convincing Nod - Non-Verbal Fast-Talk||1|Mental/Physical|PU2:15| |Cultural Adaptability||10|Mental|B46| |Cultural Familiarity (@Culture@)||1|Mental|B23| |Disposable Identity - @Details@||1|Social|PU2:18| |Emeritus Professor||1|Social|PU2:18| |Ex-Cop 1|though you are likely a cop instead|1|Social|PU2:18| ====Possible as psionic==== Some of these are available in the specific psionic packages |Air||0||PW121| |Air Jet||1|Physical, Exotic|PU2:10| |Air Talent 1||5|Mental|PW121| |Animal Control||0||PW121| |Animal Control Talent 1||5|Mental|PW121| |Animal Empathy||5|Mental|B40| |Animal Function||0||Sup39| |Animal Function Talent 1||5|Mental|Sup39| |Antipsi||0||PW122| |Antipsi Talent 1||5|Mental|PW122| |Bioenergy||0||PW123| |Bioenergy Talent 1||5|Mental|PW123| |Chaos||0||PW124| |Chaos Talent 1||5|Mental|PW124| |Body Alteration||0||PW123| |Body Alteration Talent 1||5|Mental|PW123| |Body Control||0||PW123| |Body Control Talent 1||5|Mental|PW123| |Charisma ||5|Mental|B41| |Chameleon||5|Physical, Exotic|B41| |Cold/Ice||0||PW124| |Cold/Ice Talent 1||5|Mental|PW124| |Confusion 1||40|Mental, Supernatural|P84| |Control (@Element@) 1||5|Physical|P90| |Cosmic Talent 1||15|Mental|PW125| |Constriction Attack||15|Physical, Exotic|B43| |Dark Vision||25|Physical, Exotic|B47| |Darkness||0||PW125| |Darkness Talent 1||5|Mental|PW125| |Death||0||PW125| |Death Talent 1||5|Mental|PW125| |Dimensional Travel||0||PW125| |Dimensional Travel Talent 1||5|Mental|PW125| |Dominance||20|Mental, Exotic|B50| |Empathy||15|Mental|B51| |Empathy (Sensitive)||5|Mental|B51| |Energy Reserve (@Source@) 1|as indicated in the special powers only|3|Physical, Exotic|P119| ====Not available==== |Acute Mana Sense 1||2|Mental, Exotic|F128| |Altered Time Rate 1|except some very special training packages|100|Physical, Exotic|B38| |Anti-Magic||0||PW121| |Anti-Magic Talent 1||5|Mental|PW121| |Anti-Super||0||PW122| |Anti-Super Talent 1||5|Mental|PW122| |Arm DX 1||16|Physical|B40| |Arm ST 1||5|Physical|B40| |Astral Projection||0||PW122| |Astral Projection Talent 1||5|Mental|PW123| |Awe 1||40|Mental, Supernatural|P84| |Blessed||10|Mental, Supernatural|B40| |Blessed (Armor of Faith)||11|Mental, Supernatural|F128| |Blessed (Heroic Feats)||10|Mental, Supernatural|B41| |Blessed (The King's Two Bodies)||10|Mental, Supernatural|F128| |Chi Resistance (@Attack@) - +3 to withstand chi-based attacks||1|Mental, Supernatural|MA50| |Code of Honor (Halfling)||-5|Mental|BS185| |Base - @Description@||1|Mental/Physical|PU2:17| |Channeling||10|Mental, Supernatural|B41| |Charm (@Spell@)||1|Supernatural|PU2:19| |Clerical Investment||5|Social|B43| |Clairsentience||50|Mental, Supernatural|B42| |Cloaked ||1|Physical|Sup30| |Covenant of Rest||1|Social, Supernatural|PU2:19| |Create (@Item@) 1||5|Physical|P92| |Cross-Species Surrogacy (@Species@)||1|Physical, Exotic|PU2:10| |Crossbow Finesse||1|Physical|PU2:7| |Compact Frame||1|Physical|PU2:13| |Dependant (@Who@)||0|Social|B131| |Destiny (@Advantage@)||0|Mental, Supernatural|B132| |Destiny (@Disadvantage@)||0|Mental, Supernatural|B132| |Divine (@Deity@) - Power Modifier (Divine), -10%.||0||PW126| |Divine Curse (@Curse@)||0|Mental, Supernatural|B132| |Divine Curse (All children die young)||-5|Mental, Supernatural|B132| |Divine Curse (Never sleep at night)||-10|Mental, Supernatural|B132| |Doodad 1||1||PU2:9| |Doesn't Sleep||20|Physical, Exotic|B50| |Dramatic Death||1|Supernatural|PU2:19| |Duplication 1||35|Mental/Physical, Exotic|B50| |Earth||0||PW126| |Earth Talent 1||5|Mental|PW127| |Electrokinesis||0||PW126| |Electrokinesis Talent 1||5|Mental|PW123| |Elasticity||0||Sup39| |Elasticity Talent 1||5|Mental|Sup39| |Electricity||0||PW126| |Electricity Talent 1||5|Mental|PW126| |Electrical||-20|Physical, Exotic|B134| |ESP||0||PW127| |ESP Talent 1||5|Mental|P127| |Evil||0||PW127| |Evil Talent 1||5|Mental|P127| |Elastic Skin||20|Physical, Exotic|B51| |Extra Fatigue Points 1 - Magic Only (Subject to involuntary FP drain), -10%.||3|Physical|B16| ====Unsorted==== |Enhanced Time Sense||45|Mental, Exotic|B52| |Enhanced Tracking 1||5|Physical, Exotic|B53| |Entomophobia (Insects) - CR: 12 (Quite Often).||-10|Mental|B150| |Epilipsy||-30|Physical|B136| |Equipment Bond - You have a tool particularly suited to you for +1 to skill rolls using it.||1|Physical, Exotic|Sup31| |Exotic Equipment Training (@Equipment@)||1|Mental|PU2:9| |Exotic Weapon Training (@Weapon@) - Lets you ignore built-in penalties for a particular weapon||1|Mental|MA50| |Expression - "@Saying@"||-1|Mental|B164| |Extended Hearing (High)||1|Physical|PU2:14| |Extended Hearing (Low)||1|Physical|PU2:14| |Extended Lifespan 1||2|Physical, Exotic|B53| |Extra Arm 1||10|Physical, Exotic|B53| |Extra Attack 1||25|Physical|B53| |Extra Fatigue Points 1||3|Physical|B16| |Extra Head 1||15|Physical|B54| |Extra Hit Points 1||2|Physical|B16| |Extra Legs||0|Physical, Exotic|B54| |Extra Life 1||25|Mental, Exotic|B55| |Extra Mouth 1||5|Physical, Exotic|B55| |Extra Option (@Rule@)||1||PU2:20| |Extra Sleep 1||-2|Physical|B136| |Extreme Sexual Dimorphism - +1 to attempts to identify you, -1 to attempts to remain anonymous.||1|Physical, Exotic|PU2:10| |Eye for Distance||1|Mental|PU2:13| |Fanaticism (@Group or ideal@)||-15|Mental|B136| |Fashion Sense||5|Mental|B21| |Fat - +2 ST vs. knockback||-3|Physical|B19| |Fearfulness 1||-2|Mental|B136| |Fearlessness 1||2|Mental|B55| |Fearsome Stare - Non-Verbal Intimidation||1|Mental/Physical|PU2:15| |Feathers||1|Physical, Exotic|PU2:10| |Fewer Fatigue Points 1||-3|Physical|B16| |Fewer Hit Points 1||-2|Physical|B16| |Filter Lungs||5|Physical, Exotic|B55| |Fit - +1 to all HT rolls to stay conscious, avoid death, resist disease, resist poison; recover FP at twice the normal rate (but not FP spent for spells or psi powers)||5|Physical|B55| |Fit, Very - +2 to all HT rolls to stay conscious, avoid death, resist disease, resist poison; recover FP at twice the normal rate; lose FP at half the normal rate (in both cases, not FP spent for spells or psi powers)||15|Physical|B55| |Flashbacks (Crippling, 3D minutes)||-20|Physical|B136| |Flashbacks (Mild-2, 2D seconds)||-5|Physical|B136| |Flashbacks (Severe, -5, 1D minutes)||-10|Physical|B136| |Flexibility||5|Physical|B56| |Flexibility (Double-Jointed)||15|Physical|B56| |Flight||40|Physical, Exotic|B56| |Flourish (@Weapon Skill@) - Intimidate at +4 with ready after kill/knockdown||1|Mental/Physical|PU2:15| |Focused (@Task@)||1|Mental|PU2:13| |Focused Fury - Combine Mighty Blows and All Out Attack||1|Physical|PU2:5| |Follow-Through (@Weapon Skill@) - Intimidate as free action after kill/knockdown||1|Mental/Physical|PU2:15| |Force Construct Talent 1||5|Mental|P127| |Force Constructs||0||PW127| |Forgetful - You often forget about your powers and equipment.||-1|Mental|Sup33| |Forgettable Face||1|Physical|PU2:4| |Form Mastery (@Weapon@) - Let you switch skill at any time||1|Mental|MA50| |Fragile (Brittle)||-15|Physical, Exotic|B136| |Fragile (Combustible)||-5|Physical, Exotic|B136| |Fragile (Explosive)||-15|Physical, Exotic|B137| |Fragile (Flammable)||-10|Physical, Exotic|B137| |Fragile (Unnatural)||-50|Physical, Exotic|B137| |Friend - @Details@||1|Social|PU2:18| |Frightens Animals||-10|Mental, Supernatural|B137| |Fur||1|Physical, Exotic|B101| |G-Experience (All)||10|Mental|B57| |G-Experience 1||1|Mental|B57| |G-Intolerance (0.05G increment)||-20|Physical|B137| |G-Intolerance (0.1G increment)||-10|Physical|B137| |Gadgeteer||25|Mental|B57| |Gangster Swagger - Non-Verbal Streetwise||1|Mental/Physical|PU2:15| |Generator - You can produce a steady direct current. Maximum: @Power@ Watts||1|Physical, Exotic|Sup31| |Gigantism||0|Physical|B20| |Gizmo 1||5|Mental|B57| |Gluttony - CR: 12 (Quite Often).||-5|Mental|B137| |Good||0||PW128| |Good Talent 1||5|Mental|P127| |Good with @Animal@||1|Mental|PU2:13| |Good with @Social Group@||1|Mental|PU2:13| |Gravity||0||PW128| |Gravity Talent 1||5|Mental|P127| |Greed - CR: 12 (Quite Often).||-15|Mental|B137| |Grip Mastery (@Weapon@) - Lets you change grip as a free action||1|Mental|MA50| |Ground Guard - +1 to quick contests when lying down||1|Mental|MA50| |Growth 1||10|Physical, Exotic|B58| |Guilt Complex||-5|Mental|B137| |Gullibility - CR: 12 (Quite Often).||-10|Mental|B137| |Gunslinger||25|Mental|B58| |Habit - @Habit@||-1|Mental|B164| |Ham-Fisted||-5|Physical|B138| |Ham-Fisted (Severe)||-10|Physical|B138| |Hands Free (@Skill@)||1|Mental/Physical|PU2:16| |Hard of Hearing||-10|Physical|B138| |Hard to Kill 1||2|Physical|B58| |Hard to Subdue 1||2|Physical|B59| |Haughty Sneer - Non-Verbal Savoir-Faire (High Society)||1|Mental/Physical|PU2:15| |Headhunter||1|Mental|PU2:13| |Healing||30|Mental, Exotic|B59| |Healing||0||PW128| |Heat/Fire||0||PW129| |Heliophobia (Sun) - CR: 12 (Quite Often).||-15|Mental|B150| |Hemophilia||-30|Physical|B138| |Hemophobia (Blood) - CR: 12 (Quite Often).||-10|Mental|B149| |Hermaphromorph||5|Physical, Exotic|B59| |Herpetophobia (Reptiles) - CR: 12 (Quite Often).||-10|Mental|B150| |Hidebound||-5|Physical|B138| |High Manual Dexterity 1||5|Physical|B59| |High Pain Threshold - Never suffer shock penalties when injured; +3 on all HT rolls to avoid knockdown and stunning; +3 to resist torture||10|Physical|B59| |High TL 1||5|Mental|B23| |High-Heeled Heroine||1|Physical|PU2:14| |High-Heeled Hurt||1|Physical|PU2:7| |Higher Purpose||5|Mental, Exotic|B59| |Honest Face||1|Physical|B101| |Honesty - CR: 12 (Quite Often).||-10|Mental|B138| |Hoplophobia (Weapons) - CR: 12 (Quite Often).||-20|Mental|B150| |Horizontal||-10|Physical, Exotic|B139| |Horrible Hangovers||-1|Physical|B165| |Huge Weapons (SM) 1||1|Physical, Exotic|PU2:6| |Huge Weapons (ST) 1||2|Physical, Exotic|PU2:6| |Humble||-1|Mental|B164| |Hunchback||-10|Physical|B139| |Hyper-Specialization (@Skill@; @Specialty@) - +5 to specialty||1|Mental/Physical|PU2:16| |Hyperspectral Vision||25|Physical, Exotic|B60| |Ignition - You can ignite Highly Flamable or Super Flamable material.||1|Physical, Exotic|Sup31| |Illuminated||15|Mental, Supernatural|B60| |Illumination - You can produce light as if you had a flashlight.||1|Physical, Exotic|Sup31| |Illusion||25|Physical|P94| |Illusion||0||PW129| |Imaginative||-1|Mental|B164| |Immunity to (@Specific Hazard/Poison/Disease@)||1|Mental|PU2:11| |Improved G-tolerance||0|Physical|B60| |Improvised Weapons (@Weapon@) - Ignore skill penalties when wielding an improvised weapon||1|Mental|MA50| |Impulsiveness - CR: 12 (Quite Often).||-10|Mental|B139| |Incompetence (@Skill@)||-1|Mental|B164| |Increased Consumption||0|Physical|B139| |Increased Life Support (Extreme Cold, below 0)||-10|Physical, Exotic|B139| |Increased Life Support (Extreme Heat, above 200)||-10|Physical, Exotic|B139| |Increased Life Support (Massive)||-10|Physical, Exotic|B139| |Increased Life Support (Pressurized)||-10|Physical, Exotic|B139| |Increased Life Support (Radioactive)||-10|Physical, Exotic|B139| |Incurious - CR: 12 (Quite Often).||-5|Mental|B140| |Indecisive - CR: 12 (Quite Often).||-10|Mental|B140| |Independent Income 1||1|Social|B26| |Indomitable||15|Mental|B60| |Infectious Attack||-5|Physical, Supernatural|B140| |Infravision||10|Physical, Exotic|B60| |Injury Tolerance (Damage Reduction) 2||50|Physical, Exotic|P53| |Injury Tolerance (Diffuse)||100|Physical, Exotic|B60| |Injury Tolerance (Homogenous)||40|Physical, Exotic|B60| |Injury Tolerance (Independent Body Parts)||35|Physical, Exotic|P53| |Injury Tolerance (No Blood)||5|Physical, Exotic|B61| |Injury Tolerance (No Brain)||5|Physical, Exotic|B61| |Injury Tolerance (No Eyes)||5|Physical, Exotic|B61| |Injury Tolerance (No Head)||7|Physical, Exotic|B61| |Injury Tolerance (No Neck)||5|Physical, Exotic|B61| |Injury Tolerance (No Vitals)||5|Physical, Exotic|B61| |Injury Tolerance (Unbreakable Bones)||10|Physical|P53| |Injury Tolerance (Unliving)||20|Physical, Exotic|B61| |Innate Attack (Burn) 1||5|Physical, Exotic|B61| |Innate Attack (Corrosion) 1||10|Physical, Exotic|B61| |Innate Attack (Crush) 1||5|Physical, Exotic|B61| |Innate Attack (Cut) 1||7|Physical, Exotic|B61| |Innate Attack (Fatigue) 1||10|Physical, Exotic|B61| |Innate Attack (Huge Pierce) 1||8|Physical, Exotic|B62| |Innate Attack (Impaling) 1||8|Physical, Exotic|B61| |Innate Attack (Large Pierce) 1||6|Physical, Exotic|B62| |Innate Attack (Piercing) 1||5|Physical, Exotic|B62| |Innate Attack (Small Pierce) 1||3|Physical, Exotic|B62| |Innate Attack (Toxic) 1||4|Physical, Exotic|B62| |Innumerate||-5|Mental|B140| |Insomniac (Mild) - GM secretly rolls 3d for the number of days between episodes||-10|Physical|B140| |Insomniac (Severe) - GM secretly rolls 2d-1 for the number of days between episodes||-15|Physical|B140| |Insubstantiality||80|Mental/Physical, Exotic|B62| |Intolerance (@Class, Ethnicity, Nationality, Religion, Sex, or Species@)||0|Mental|B140| |Intuition||15|Mental|B63| |Intuitive Repairman (@Item@)||1|Mental|PU2:9| |Invertebrate||-20|Physical, Exotic|B140| |Invisibility||40|Mental/Physical, Exotic|B63| |Iron Arms ||1|Physical, Exotic|MA50| |Iron Hands ||1|Physical, Exotic|MA50| |Iron Legs ||1|Physical, Exotic|MA50| |Iron Neck ||1|Physical, Exotic|MA50| |Jealousy||-10|Mental|B140| |Job Hunter||1|Mental|PU2:13| |Jumper (@World/Time/Spirit@)||100|Mental, Supernatural|B64| |Killjoy||-15|Physical|B140| |Kleptomania - CR: 12 (Quite Often).||-15|Mental|B141| |Klutz||-5|Physical|B141| |Lame (Crippled Legs)||-10|Physical|B141| |Lame (Legless)||-30|Physical|B141| |Lame (Missing Legs)||-20|Physical|B141| |Lame (Paraplegic)||-30|Physical|B141| |Language Talent||10|Mental|B65| |Language: @Language@||0|Mental|B24| |Language: @Language@ - With Language Talent||0|Mental|B24| |Laziness||-10|Mental|B142| |Lecherousness - CR: 12 (Quite Often).||-15|Mental|B142| |Leech 1||25|Physical|P96| |Legal Enforcement Powers||0|Social|B65| |Legal Immunity||0|Social|B65| |Less Sleep 1||2|Physical|B65| |License (@Type@)||1|Social|PU2:18| |Life||0||PW130| |Lifebane||-10|Mental, Supernatural|B142| |Lifting ST 1||3|Physical|B65| |Light||0||PW130| |Light Sleeper||-5|Physical|B142| |Lightning Calculator||2|Mental|B66| |Like @Item@||-1|Mental|B164| |Limited Camouflage (@Environment@)||1|Mental|PU2:11| |Loner - CR: 12 (Quite Often), -2 Reaction Penalty.||-5|Mental|B142| |Long Fingers||1|Mental|PU2:11| |Longevity||2|Physical|B66| |Looks Good in Uniform||1|Mental|PU2:14| |Low Empathy||-20|Mental|B142| |Low Pain Threshold||-10|Physical|B142| |Low Self-Image||-10|Mental|B143| |Low TL 1||-5|Social|B22| |Luck - Usable once per hour of play||15|Mental|B66| |Luck, Extraordinary - Usable once per 30 minutes of play||30|Mental|B66| |Luck, Ridiculous - Usable once per 10 minutes of play||60|Mental|B66| |Luck, Super - Dictate one die roll once per hour of play||100|Mental, Supernatural|B89| |Lunacy||-10|Physical|B143| |Machine Telepathy||0||PW130| |Magery 1||15|Mental, Supernatural|B66| |Magery 1 - One College (@College@), -40% (levels only).||11|Mental, Supernatural|B66| |Magic - Power Modifier (Magical), -10%.||0||PW131| |Magic Resistance 1||2|Physical|B67| |Magic School Familiarity (@School@)||1|Mental, Social, Supernatural|PU2:19| |Magic Suceptibility 1||-3|Mental, Supernatural|B143| |Magnetism||0||PW131| |Maintenance||0|Physical|B143| |Mana Damper 1||10|Mental, Supernatural|B67| |Mana Enhancer 1||50|Mental, Supernatural|B68| |Manaphobia (Magic, Common) - CR: 12 (Quite Often).||-15|Mental|B150| |Manaphobia (Magic, Uncommon) - CR: 12 (Quite Often).||-10|Mental|B150| |Manaphobia (Magic, Unknown) - CR: 12 (Quite Often).||-5|Mental|B150| |Mania (@Element@) - CR: 12 (Quite Often).||-5|Mental|Sup33| |Manic-Depressive||-20|Mental|B143| |Masked||1|Physical|Sup30| |Matter Control - Power Modifier (Super), -10%.||0||PW131| |Medium||10|Mental, Supernatural|B68| |Megalomania||-10|Mental|B144| |Metabolism Control 1||5|Physical|B68| |Microscopic Vision 1||5|Physical, Exotic|B68| |Mimicry||10|Mental, Exotic|B68| |Mind Control||50|Mental, Exotic|B68| |Mind Probe||20|Mental, Exotic|B69| |Mind Reading||30|Mental, Exotic|B69| |Mind Shield 1||4|Mental, Exotic|B70| |Mindlink||0|Mental, Supernatural|B70| |Minor Addiction - @Substance@||-1|Physical|B165| |Minor Addiction - @Substance@||-1|Mental|B164| |Minor Handicap - @Body Part@||-1|Physical|B165| |Miserliness - CR: 12 (Quite Often).||-10|Mental|B144| |Missing Digit (Finger)||-2|Physical|B144| |Missing Digit (Thumb)||-5|Physical|B144| |Mistaken Identity||-5|Physical|B21| |Modular Abilities (Chip Slots) 1||8|Mental, Exotic|B71| |Modular Abilities (Computer Brain) 1||10|Mental, Exotic|B71| |Modular Abilities (Cosmic Power) 1||10|Physical, Exotic|B71| |Modular Abilities (Grimoire) 1||8|Mental, Exotic|Sup27| |Modular Abilities (Reconfigurable Mechanisms) 1 - External||9|Mental, Exotic|Sup27| |Modular Abilities (Reconfigurable Mechanisms) 1 - Internal||10|Mental, Exotic|Sup27| |Modular Abilities (Spirit Trapping) 1||10|Mental, Exotic|F130| |Modular Abilities (Super-Memorization) 1||8|Mental, Exotic|B71| |Motion Sickness||-10|Physical|B144| |Mundane Background||-10|Mental|B144| |Mysophobia (Dirt) - CR: 12 (Quite Often).||-10|Mental|B149| |Named Possession (@Name@)||1|Social, Supernatural|PU2:19| |Natural Pockets - @Details@||1|Mental|PU2:14| |Naval Training - You may ignore -2 to attacks and -1 to defend from bad footing due to naval vessels movement.||1|Mental|MA50| |Neck Control (@Striking Skill@) - +1 to hit head, neck or torso in a clinch||1|Mental|MA50| |Necrophobia (Death) - CR: 12 (Quite Often).||-10|Mental|B149| |Nervous Stomach||-1|Physical|B165| |Neurological Disorder (Crippling)||-55|Physical|B144| |Neurological Disorder (Mild)||-15|Physical|B144| |Neurological Disorder (Severe)||-35|Physical|B144| |Neutered||-1|Physical|B165| |Neutralize (@Source@)||50|Mental, Exotic|P97| |Neutralize (Psi)||50|Mental, Exotic|B71| |Nictitating Membrane 1||1|Physical, Exotic|B71| |Night Blindness||-10|Physical|B144| |Night Vision 1||1|Physical|B71| |Nightmares - CR: 12 (Quite Often).||-5|Mental|B144| |No Degeneration in Zero-G||1|Mental|PU2:11| |No Depth Perception||-15|Physical|B144| |No Fine Manipulators||-30|Physical|B145| |No Hangover||1|Physical|B101| |No Legs (Aerial)||0|Physical, Exotic|B145| |No Legs (Aquatic)||0|Physical, Exotic|B145| |No Legs (Bounces)||0|Physical, Exotic|B145| |No Legs (Rolls)||0|Physical, Exotic|B145| |No Legs (Semi-Aquatic)||0|Physical, Exotic|B145| |No Legs (Sessile)||-50|Physical, Exotic|B145| |No Legs (Slithers)||0|Physical, Exotic|B145| |No Legs (Tracked) - @Number of Treads@ treads||-20|Physical, Exotic|B145| |No Legs (Wheeled) - @Number of Wheels@ wheels||-20|Physical, Exotic|B145| |No Manipulators||-50|Physical|B145| |No Nuisance Rolls (@Task@)||1|Mental/Physical|PU2:16| |No Sense of Humor - -2 Reaction||-10|Physical|B146| |No Sense of Smell/Taste||-5|Physical|B146| |No Visible Damage||1|Physical, Exotic|Sup31| |Nocturnal||-20|Physical, Exotic|B146| |Noisy 1||-2|Physical|B146| |Non-Icongraphic||-10|Mental|B146| |Nonprotective Clothing - You can wear clothing other than armour.||1|Physical|Sup30| |Nosy||-1|Mental|B164| |Numb||-20|Physical|B146| |Oblivious||-5|Mental|B146| |Obscure (@Sense@) 1||2|Physical, Exotic|B72| |Obscure True Name||1|Social, Supernatural|PU2:19| |Obsession - @Goal@||0|Physical|B146| |Obsession - @Subject@||-1|Mental|B164| |Odious Personal Habit - @Habit@||0|Physical|B22| |Off-Hand Training (@Skill@)||1|Mental/Physical|PU2:16| |Off-Hand Weapon Training (@Weapon@) - Replaces equal-named technique on p. B232||1|Mental|MA50| |Office (@Type@)||1|Social|PU2:18| |On the Edge - CR: 12 (Quite Often).||-15|Mental|B146| |One Arm||-20|Physical|B147| |One Eye||-15|Physical|B147| |One Hand||-15|Physical|B147| |One-Armed Bandit (Guns (@Weapon@))||1|Mental|HT249| |One-Task Wonder (@Task@)||1|Mental/Physical|PU2:16| |One-Way Fluency (@Language@)||1|Mental|PU2:13| |One-Way Literacy (@Language@)||1|Mental|PU2:13| |Oracle||15|Mental, Supernatural|B72| |Order||0||PW132| |Overconfidence - CR: 12 (Quite Often).||-5|Mental|B148| |Overweight - +1 ST vs. knockback||-1|Physical|B19| |Pacifism: Cannot Harm Innocents||-10|Mental|B148| |Pacifism: Cannot Kill||-15|Mental|B148| |Pacifism: Reluctant Killer||-5|Mental|B148| |Pacifism: Self-Defense Only||-15|Mental|B148| |Pacifism: Total Nonviolence||-30|Mental|B148| |Pants-Positive Safety||1|Mental|HT249| |Parabolic Hearing 1||4|Physical, Exotic|B72| |Paranoia||-10|Mental|B148| |Passing Appearance (@Group@)||1|Physical|PU2:4| |Passing Appearance (Androgynous)||1|Physical|PU2:4| |Passing Appearance (Passing Complexion)||1|Physical|PU2:4| |Patience of Job||1|Mental|PU2:13| |Patron||0|Social|B72| |Payload (@Load@) 1||1|Physical, Exotic|B74| |Peg-Leg Fighting||1|Mental|PU2:6| |Penetrating Vision 1||10|Physical|B74| |Penetrating Voice||1|Physical|B101| |Perfect Balance||15|Physical|B74| |Perfume - +1 to reactions where smell makes a difference.||1|Physical, Exotic|Sup31| |Peripheral Vision||15|Physical|B74| |Periscope - Can't see directly ahead and must take aim maneuvers while using.||1|Physical, Exotic|Sup31| |Permeation||0|Physical, Exotic|B75| |Permit (@Type@)||1|Social|PU2:18| |Personality Change - @Circumstance@||-1|Mental|B164| |Pet (@Type@)||1|Social|PU2:18| |Phantom Voices||0|Mental|B148| |Phasing||0||Sup39| |Phasing Talent 1||5|Mental|Sup30| |Pistol-Fist (@Pistol Skill@)||1|Mental|PU2:6| |Pitiable||5|Physical, Social|B22| |Plant Control||0||PW132| |Plant Empathy||5|Mental|B75| |Plant Function||0||Sup39| |Plant Function Talent 1||5|Mental|Sup39| |Possession||100|Mental, Exotic|B75| |Post-Combat Shakes - CR: 12 (Quite Often).||-5|Mental|B150| |Power - To be tooled to a new power||0||| |Power Grappling - You may base DX-based grappling rolls on ST||1|Mental|MA51| |Power Investiture 1||10|Mental, Supernatural|B77| |Power Talent 1||5|Mental|| |Precognition||25|Mental, Supernatural|B77| |Pressure Support 1||5|Physical, Exotic|B77| |Pressure-Tolerant Lungs||1|Mental|PU2:11| |Probability Alteration||0||PW132| |Protected Sense (@Sense@)||5|Physical, Exotic|B78| |Proud||-1|Mental|B164| |Psionophobia (Psionics, Common) - CR: 12 (Quite Often).||-15|Mental|B150| |Psionophobia (Psionics, Uncommon) - CR: 12 (Quite Often).||-10|Mental|B150| |Psionophobia (Psionics, Unknown) - CR: 12 (Quite Often).||-5|Mental|B150| |Psychokinesis||0||PW133| |Psychometry||20|Mental, Supernatural|B78| |Puppet (@Ally Group@)||10|Mental, Exotic|B78| |Puppet (@Ally or Dependant@)||5|Mental, Exotic|B78| |Purpose (@Purpose@)||1|Supernatural|PU2:19| |Pyromania - CR: 12 (Quite Often).||-5|Mental|B150| |Pyrophobia (Fire) - CR: 12 (Quite Often).||-5|Mental|B150| |Quadriplegic||-80|Physical|B150| |Quick-Sheathe (@Weapon Skill@) - Let you use Fast-Draw to save one second when sheating||1|Mental|HT249, MA51| |Quick-Swap (@Skill@) - Let you switch hands as a free action.||1|Mental|HT249, MA51| |Racial Memory||0|Mental, Exotic|B78| |Radiation||0||PW133| |Radiation Tolerance||0|Physical, Exotic|B79| |Rank 1 - @Type@: @Title@||5|Physical|B29| |Rapid Healing||5|Physical|B79| |Rapid Healing, Very||15|Physical|B79| |Rapid Retraction (@Kick or Punch@) - +1 to avoid Arm Lock or Leg Grapple after been parried||1|Mental|MA51| |Rapier Wit||5|Mental|B79| |Razor Kicks||1|Physical|PU2:7| |Reach Mastery (@Weapon@) - Let you change reach as a free action||1|Mental|PU2:7| |Reawakened||10|Mental, Supernatural|B80| |Recovery||10|Physical, Exotic|B80| |Reduced Consumption 1||2|Physical|B80| |Regeneration||0|Physical, Exotic|B80| |Regrowth||40|Physical, Exotic|B80| |Reproductive Control (Fertility Control) - Takes a day||1|Mental|PU2:12| |Reproductive Control (Reabsorption) - Requires Will roll||1|Mental|PU2:12| |Reprogrammable||-10|Mental, Exotic|B150| |Reputation 1||5|Social|B26| |Reputation 1||-5|Social|B26| |Resistant||0|Physical|B81| |Resistant to @Specific Poison@ - +3 to resist||1|Mental|PU2:14| |Responsive||-1|Mental|B164| |Rest in Pieces||1|Supernatural|PU2:19| |Restricted Diet (@Food@)||-10|Physical|B151| |Restricted Vision (No Peripheral Vision)||-15|Physical|B151| |Restricted Vision (Tunnel Vision)||-30|Physical|B151| |Revulsion (@Common substance@)||-10|Physical, Supernatural|B151| |Revulsion (@Occasional substance@)||-5|Physical, Supernatural|B151| |Revulsion (@Very Common substance@)||-15|Physical, Supernatural|B151| |Rinse||1|Mental|PU2:12| |Robust (@Sense@)||1|Mental|PU2:14| |Rule of 15||1|Mental|PU2:13| |Rule of 17 (@Skill@)||1|Supernatural|PU2:20| |Rules Exemption (@Rule@)||1||PU2:20| |Sacrificial Parry (@Weapon@)||1|Mental|PU2:7| |Sadism - CR: 12 (Quite Often).||-15|Mental|B152| |Sanitized Metabolism||1|Physical|B101| |Sartorial Integrity||1|Mental|PU2:14| |Scales||1|Mental|PU2:12| |Scanning Sense||0|Physical, Exotic|B81| |School Adaptation (@School@) - Lets you learn traits belonging to other schools.||1|Mental|MA51| |Scotophobia (Darkness) - CR: 12 (Quite Often).||-15|Mental|B149| |Sea Legs||1|Mental|PU2:14| |Sealed||15|Physical, Exotic|B82| |Secret (@Secret@)||0|Social|B152| |Secret Identity (@Secret ID@)||0|Social|B152| |Secret Knowledge (@Skill@)||1|Mental|MA51| |Secret Style (@Style@)||1|Mental|MA49| |Security Clearance||0|Social|B82| |See Invisible - @Type@||15|Physical, Exotic|B83| |Self-Destruct||-10|Physical, Exotic|B153| |Selfish - CR: 12 (Quite Often).||-5|Mental|B153| |Selfless - CR: 12 (Quite Often).||-5|Mental|B153| |Semi-Upright||-5|Physical, Exotic|B153| |Sense of Duty||0|Mental|B153| |Sensitive Touch||10|Physical, Exotic|B83| |Serendipity 1||15|Mental|B83| |Sexless||-1|Physical|B165| |Sexy Pose - Non-Verbal Sex Appeal||1|Mental/Physical|PU2:15| |Shadow Form||50|Physical, Exotic|B83| |Shadow Form (Can't Turn Off)||-20|Physical, Exotic|B153| |Shapeshifting||0|Physical, Exotic|B83| |Shield-Wall Training - You may block attacks on an ally beside you and ignore attack penalty for large shields||1|Mental|MA51| |Short Attention Span - CR: 12 (Quite Often).||-10|Mental|B153| |Short Lifespan 1||-10|Physical, Exotic|B154| |Shoves and Tackles (@Long Weapon@) - You may block attacks on an ally beside you and ignore attack penalty for large shields||1|Mental|PU2:7| |Shrinking 1||5|Physical, Exotic|B85| |Shtick||1|Mental/Physical|B101, HT250, MA51| |Shyness||0|Mental|B154| |Sign Language: @Language@||0|Mental/Physical|B25| |Sign Language: @Language@ - With Language Talent||0|Mental/Physical|B25| |Signature Gear 1 - Gear is worth (starting wealth)/10 per level||1|Social|B85| |Silence 1||5|Physical, Exotic|B85| |Single-Minded||5|Mental|B85| |Skill Adaptation (@Speciality@) - Lets you base Techniques on different skill.||1|Mental|MA51| |Skinny - -2 ST vs. knockback||-5|Physical|B18| |Skintight - Your costume can be worn under normal clothing without showing.||1|Physical|Sup30| |Slave Mentality||-40|Physical|B154| |Sleepwalker - CR: 12 (Quite Often).||-5|Mental|B154| |Sleepy||0|Physical, Exotic|B154| |Slippery 1||2|Physical, Exotic|B85| |Slow Eater||-10|Physical, Exotic|B155| |Slow Healing 1||-5|Physical|B155| |Slow Riser||-5|Physical|B155| |Snatcher||80|Mental, Supernatural|B86| |Social Chameleon||5|Mental|B86| |Social Disease||-5|Physical|B155| |Social Regard 1 - @Type: Feared, Respected or Venerated@: @Reason@||5|Social|B87| |Social Stigma (Barbarian) - -2 Reaction from others; +2 Reaction by Barbarians||-10|Social|BS186| |Social Stigma (Criminal Record) - -1 Reaction, -2 for cops & judges||-5|Social|B155| |Social Stigma (Dead) - -4 Reaction||-20|Social|F133| |Social Stigma (Disowned, Non-heir) - -1 Reaction||-5|Social|B155| |Social Stigma (Disowned, Outcast) - -2 Reaction||-10|Social|B155| |Social Stigma (Excommunicated) - -3 Reaction||-5|Social|B155| |Social Stigma (Excommunicated) - -3 Reaction; Bad aura||-10|Social|B155| |Social Stigma (Freak) - -2 Reaction||-10|Social|Sup32| |Social Stigma (Ignorant; @Skill@) - -1 Reaction||-5|Social|B155| |Social Stigma (Known Criminal) - -1 Reaction, -2 for cops & judges after public denouncement or visible sign||-5|Social|BS186| |Social Stigma (Minor) - -2 Reaction||-5|Social|B155| |Social Stigma (Minority Group) - -2 Reaction from others; +2 Reaction in own group||-10|Social|B155| |Social Stigma (Monster) - -3 Reaction||-15|Social|B155| |Social Stigma (Perceived as an Animal) - No intellectual respect; killing you is not a crime||-10|Social|BS186| |Social Stigma (Second-Class Citizen) - -1 Reaction||-5|Social|B155| |Social Stigma (Subjugated) - -1 Reaction||-20|Social|B155| |Social Stigma (Uneducated) - -1 Reaction||-5|Social|B156| |Social Stigma (Valuable Property)||-10|Social|B156| |Social Stigma (Vermin) - -3 Reaction||-15|Social|F133| |Sound/Vibration||0||PW133| |Space Sickness||-10|Physical|B156| |Speak Underwater||5|Physical, Exotic|B87| |Speak With Animals||25|Mental, Exotic|B87| |Speak With Plants||15|Mental, Exotic|B87| |Special Excercises (@Trait@) - Let you buy a trait normally off-limits||1|Mental|MA51| |Special Rapport (@Person@)||5|Mental, Supernatural|B88| |Special Setup (@Setup@) - let you use an setup attack differently||1|Mental|MA51| |Speed||0||Sup39| |Speed Talent 1||5|Mental|Sup39| |Spines, Long||3|Physical, Exotic|B88| |Spines, Short||1|Physical, Exotic|B88| |Spirit Contract (@Patron@)||1|Social, Supernatural|PU2:20| |Spirit Control||0||PW134| |Spirit Empathy||10|Mental, Supernatural|B88| |Split Personality - CR: 12 (Quite Often).||-15|Mental|B156| |Squeamish - CR: 12 (Quite Often).||-10|Physical|B156| |Staid||-1|Mental|B164| |Standard Operating Procedure (Back to the Wall)||1|Mental/Physical|PU2:15| |Standard Operating Procedure (Energizer)||1|Mental/Physical|PU2:15| |Standard Operating Procedure (Full Tank)||1|Mental/Physical|PU2:15| |Standard Operating Procedure (Last Man Out)||1|Mental/Physical|PU2:15| |Standard Operating Procedure (Off-Screen Reload)||1|Mental/Physical|PU2:15| |Standard Operating Procedure (On Alert)||1|Mental/Physical|PU2:15| |Static (@Source@)||30|Mental, Supernatural|P98| |Static (Psi)||30|Mental, Supernatural|B78| |Status (@Description@) 1||-5|Social|B28| |Status 1 - @Description@||5|Social|B28| |Stress Atavism - CR: 12 (Quite Often).||0|Mental, Exotic|B156| |Stretching 1||6|Physical, Exotic|B88| |Striker, Crushing (@Body Part@)||5|Physical, Exotic|B88| |Striker, Cutting (@Body Part@)||7|Physical, Exotic|B88| |Striker, Impaling (@Body Part@)||8|Physical, Exotic|B88| |Striker, Large Piercing (@Body Part@)||6|Physical, Exotic|B88| |Striker, Piercing (@Body Part@)||5|Physical, Exotic|B88| |Striking ST 1||5|Physical, Exotic|B88| |Striking Surface - Puch and kick as if you had brass knuckles and boots.||1|Physical, Exotic|Sup31| |Striking Surface (@Body part@)||1|Physical, Exotic|PU2:12| |Strongbow - Let you ignore some penalties when shooting a bow too strong for you||1|Mental|MA51| |Stubbornness||-5|Mental|B157| |Stuttering||-10|Physical|B157| |Style Adaptation (@Styles@) - Lets you learn techniques belonging to other styles||1|Mental|MA51| |Style Familiarity (@Style@)||1|Mental|MA49| |Subsonic Hearing||5|Physical, Exotic|B89| |Subsonic Speech||10|Physical, Exotic|B89| |Suit Familiarity (@Suit Skill@) - Let you ignore DX penalties when using environmental suits.||1|Mental|MA52| |Super Climbing 1 - Climbing Move: @New Climbing Move@||3|Physical, Exotic|B89| |Super Jump 1 - @New Move and Jump Stats@||10|Physical, Exotic|B89| |Super Throw 1||10|Physical|Sup30| |Supernatural Durability||150|Physical, Supernatural|B89| |Supernatural Features (No Body Heat)||-5|Physical, Supernatural|B157| |Supernatural Features (No Body Heat; Temporary)||-1|Physical, Supernatural|B157| |Supernatural Features (No Reflection)||-10|Physical, Supernatural|B157| |Supernatural Features (No Shadow)||-10|Physical, Supernatural|B157| |Supernatural Features (Pallor)||-10|Physical, Supernatural|B157| |Supernatural Features (Pallor; Temporary)||-5|Physical, Supernatural|B157| |Supersensitive||-15|Mental, Supernatural|B158| |Supersuit - Your costume works with and is not harmed by your powers.||1|Physical|Sup30| |Sure Footed (@Surface Feature@) - Let you ignore bad footing.||1|Mental|HT250, MA52| |Susceptible (@Substance@) 1||-1|Physical|B158| |Swinging - Swing from vines, grappling lines, or the like without needing skill rolls.||1|Physical, Exotic|Sup31| |Talent (Allure) 1||5|Physical|F132| |Talent (Animal Friend) 1||5|Mental|B90| |Talent (Artificer) 1||10|Mental|B90| |Talent (Bard) 1||5|Physical|F132| |Talent (Business Acumen) 1||10|Mental|B90| |Talent (Devotion) 1||5|Physical|F132| |Talent (Gifted Artist) 1||5|Mental|B90| |Talent (Goodwife) 1||5|Physical|F132| |Talent (Green Thumb) 1||5|Mental|B90| |Talent (Healer) 1||10|Mental|B90| |Talent (Mariner) 1||10|Physical|F132| |Talent (Master Builder) 1||5|Physical|F132| |Talent (Mathematical Ability) 1||10|Mental|B90| |Talent (Musical Ability) 1||5|Mental|B91| |Talent (Outdoorsman) 1||10|Mental|B91| |Talent (Sage) 1||10|Physical|F132| |Talent (Smooth Operator) 1||15|Mental|B91| |Teamwork (@Style or Team@) - Let you work in a team action||1|Mental|MA52| |Technique Adaptation (@Technique@) - Let you learn a style's technique for a skill it doesn't teach||1|Mental|MA52| |Technique Mastery (@Technique@) - increases your maximum level in a technique||1|Mental|MA52| |Technophobia/TL4- (Machinery) - CR: 12 (Quite Often).||-5|Mental|B150| |Technophobia/TL5+ (Machinery) - CR: 12 (Quite Often).||-15|Mental|B150| |Teeth, Blunt||0|Physical, Exotic|B91| |Teeth, Fangs||2|Physical, Exotic|B91| |Teeth, Sharp||1|Physical, Exotic|B91| |Teeth, Sharp Beak||1|Physical, Exotic|B91| |Telecommunication||0|Mental/Physical, Exotic|B91| |Telekinesis 1||5|Mental/Physical, Exotic|B92| |Telepathy||0||PW134| |Teleportation||0||PW134| |Telescopic Vision 1||5|Physical|B92| |Temperature Control 1||5|Mental/Physical, Exotic|B92| |Temperature Tolerance 1||1|Physical|B93| |Template Adaptation (@Templates@) - Lets you learn traits belonging to other templates.||1|Mental|MA51| |Temporal Inertia||15|Mental, Supernatural|B93| |Tenure||5|Social|B93| |Teratophobia (Monsters) - CR: 12 (Quite Often).||-15|Mental|B150| |Terminally Ill||0|Physical|B158| |Terrain Adaptation (@Terrain Type@)||5|Physical, Exotic|B93| |Terror 1||40|Mental, Supernatural|B93| |Thalassophobia (Oceans) - CR: 12 (Quite Often).||-10|Mental|B150| |Third Person - You always refer to yourself by name.||-1|Mental|Sup33| |Time Mastery||0||PW135| |Timesickness||-10|Physical|B158| |Trademark - @Description@||-1|Mental|B164| |Trademark (@Complex@)||-10|Mental|B159| |Trademark (@Elaborate@)||-15|Mental|B159| |Trademark (@Simple@)||-5|Mental|B159| |Trademark Move (@Specific Combat Move@)||1|Physical|PU2:8| |Trained by a Master||30|Mental|B93| |Transporter (@Vehicle Skill@) - No rolls for some vehicle tasks.||1|Mental/Physical|PU2:16| |Trickster - CR: 12 (Quite Often).||-15|Mental|B159| |Trivial Destiny - @Details@||1|Supernatural|PU2:20| |True Faith||15|Mental, Supernatural|B94| |Truthfulness - CR: 12 (Quite Often).||-5|Mental|B159| |Tunneling (@Tunnel Move@) 1||35|Physical, Exotic|B94| |Twirl (@Weapon Skill@)||1|Mental/Physical|PU2:15| |Ultrahearing||5|Physical, Exotic|B94| |Ultrapower||50|Physical|Sup30| |Ultrasonic Speech||10|Physical, Exotic|B94| |Ultravision||10|Physical, Exotic|B94| |Unaging||15|Physical, Exotic|B95| |Uncongenial||-1|Mental|B164| |Uncontrollable Appetite (@Craving@) - CR: 12 (Quite Often).||-15|Mental, Supernatural|B159| |Unfazeable||15|Mental|B95| |Unfit||-5|Physical|B160| |Unfit (Very)||-15|Physical|B160| |Unhealing (Partial)||-20|Physical, Exotic|B160| |Unhealing (Total)||-30|Physical, Exotic|B160| |Unique||-5|Mental, Supernatural|B160| |Unique Technique (@Technique@)||1|Mental|MA52| |Universal Digestion||5|Physical|B95| |Unkillable 1||50|Physical, Exotic|B95| |Unluckiness||-10|Mental|B160| |Unnatural Features (@Description@) 1||-1|Physical|B22| |Unusual Background - @Description@||0|Mental|B96| |Unusual Biochemistry||-5|Physical|B160| |Unusual Posture (@Task and Posture@)||1|Mental|PU2:17| |Unusual Training (@Cinematic Skill@)||1|Mental|MA52| |Vacuum Support||5|Physical, Exotic|B96| |Vampiric Bite||30|Physical, Exotic|B96| |Vampirism||0||PW135| |Vehicle (@Type@)||1|Social|PU2:18| |Versatile||5|Mental|B96| |Very Fat - +3 ST vs. knockback||-5|Physical|B19| |Vibration Sense||10|Physical, Exotic|B96| |Visualization||10|Mental, Supernatural|B96| |Voice||10|Physical|B97| |Vow - @Subject@||-1|Mental|B165| |Vow (@Subject@)||0|Physical|B161| |Vulnerability||0|Physical, Exotic|B161| |Walk On Air||20|Physical, Exotic|B97| |Walk On Liquid||15|Physical, Exotic|B97| |Warp||100|Mental, Supernatural|B97| |Water||0||PW135| |Weak Bite||-2|Physical, Exotic|B161| |Weakness||0|Physical, Exotic|B161| |Wealth||0|Social|B25| |Wealth, Multimillionaire 1||75|Social|B25| |Weapon Adaptation (@Skill to Skill@) - Let yoou use one class of weapons with a different skill ||1|Mental|MA52| |Weapon Bond - You own a Weapon that is uniquely suited to you.||1|Mental|HT250, MA52| |Weapon Master (@Specialty@)||0|Mental|B99| |Weapon Master (All weapons)||45|Mental|B99| |Weather Control||0||PW136| |Weirdness Magnet||-15|Mental, Supernatural|B161| |Wild Talent 1||20|Mental, Supernatural|B99| |Workaholic||-5|Physical|B162| |Wounded||-5|Physical|B162| |Xenophilia - CR: 12 (Quite Often), +2 Fright Check Bonus.||-10|Mental|B162| |Xenophobia (Strange and Unknown Things) - CR: 12 (Quite Often).||-15|Mental|B150| |Zeroed||10|Social|B100|