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starrangers:advantages

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 25Physical, ExoticB34
@Racial@ Gifts - May purchase @Traits@1MentalPU2:12
Amphibious10Physical, ExoticB40
Cold-Blooded - Under 50-degrees-5Physical, ExoticB127
Cold-Blooded - Under 65-degrees-10Physical, ExoticB127
Berserk - CR: 12 (Quite Often).-10MentalB124
Bestial-10Mental, ExoticB124
Biting Mastery - Let you use Karate skill when biting1MentalMA50
Brachiator5Physical, ExoticB41
Cannot Float-1PhysicalB165
Cannot Learn-30MentalB125
Compartmentalized Mind 150Mental, ExoticB43
Digital Mind5Physical, ExoticB49
Draining (@Substance@)-5Physical, SupernaturalB132
Enhanced Move (Air: @New Move@) 120Physical, ExoticB52
Enhanced Move (Ground: @New Move@) 120Physical, ExoticB52
Enhanced Move (Space: @New Move@) 120Physical, ExoticB52
Enhanced Move (Water: @New Move@) 120Physical, ExoticB52

Available as special training likely.

Can only have these is a training package gives them

@Skill@ based on @Stat@ 1Mental/PhysicalPU2:15
Accent (@Language@; @Region@) 1Physical, ExoticPU2:5
Akimbo(@One Handed Weapon Skill@) 1MentalHT249
Alcohol Tolerance 1PhysicalB100
Altered Time Rate 1There are few special altered time rate things available later for very specific situations 100Physical, ExoticB38
Ambidexterity5PhysicalB39
Armor Familiarity (@Skill@) - Let you ignore one encumbrance level1MentalMA49
Armorer's Gift (Guns(@Speciallity@))1MentalHT249
Attentive-1MentalB163
Autotrance1MentalB101
Background Knowledge (@Background@)1Mental/PhysicalPU2:16
Breath-Holding 12Physical, ExoticB41
Catfall10Physical, ExoticB41
Combat Reflexes 15MentalB43
Combat Vaulting (@Reach 2+ Polearm Skill@)1PhysicalPU2:5
Clinging20Physical, ExoticB43
Common Sense10MentalB43
Cutting Edge Training (@Skill@)1Mental/PhysicalPU2:16
Cotton Stomach 1Physical, ExoticMA50
Cross-Trained(Guns(@Specialty@))1MentalHT249
Danger Sense15MentalB47
Daredevil15MentalB47
Dabbler1Mental/PhysicalPU2:16
Deep Sleeper1PhysicalB101
Dirty Fighting1MentalPU2:5
Disarming Smile - Non-Verbal Diplomacy1Mental/PhysicalPU2:15
Drunken Fighting Let you fight effectively when intoxicated1Physical, ExoticMA50
Dual Ready (@Single Handed Weapon Skill@)1MentalPU2:5
Efficient (@Skill@)1Mental/PhysicalPU2:16
Enhanced Block5MentalB51
Enhanced Dodge15MentalB51
Enhanced Parry (@Melee weapon skill@) 15MentalB51
Enhanced Parry (All parries) 110MentalB51
Enhanced Parry (Bare hands) 15MentalB51

Suitable disadvantages

Can use any of these to replace any package disadvantage

Absent-Mindedness -15MentalB122
Addiction (@Substance@)Mild addictions are fairly common ?Mental/PhysicalB122
Ailurophobia (Cats) - CR: 12 (Quite Often). -5MentalB149
Alcohol Intolerance -1PhysicalB165
AlcoholismOnly suitable as high CR as too severe will get you kicked out.-15PhysicalB122
Amnesia (Partial)-10PhysicalB123
Arachnophobia (Spiders) - CR: 12 (Quite Often).-5MentalB150
Autophobia (Being Alone) - CR: 12 (Quite Often).-15MentalB149
Bad Back (Mild)-15PhysicalB123
Code of Honor - @Subject@-1MentalB163
Code of Honor (Arab)-10MentalBS185
Code of Honor (Chivalry)-15MentalB127
Code of Honor (Comics Code)-15MentalSup31
Code of Honor (Elven)-10MentalBS185
Code of Honor (Gentleman's)-10MentalB127
Code of Honor (Highwayman's)-5MentalF132
Code of Honor (Northman's)-10MentalBS185
Code of Honor (Pirate's)-5MentalB127
Code of Honor (Professional)-5MentalB127
Code of Honor (Sahudese)-10MentalBS185
Code of Honor (Soldier's)-10MentalB127
Code of Honor (Stays Bought)-5MentalBS185
Code of Honor (Theatrical)-5MentalB127
Bad Smell - -2 Reaction penalty-10PhysicalB128
Bad Temper - CR: 12 (Quite Often).Only as high CR, as else you are likely to be kicked out.-10MentalB124
Bowlegged-1PhysicalB165
Broad-Minded-1MentalB163
Brontophobia (Loud Noises) - CR: 12 (Quite Often).-10MentalB150
Bully - CR: 12 (Quite Often).-10MentalB125
Callous-5MentalB125
Careful-1MentalB163
Curious - CR: 12 (Quite Often).-5MentalB129
Cynophobia (Dogs) - CR: 12 (Quite Often).-5MentalB149
Chauvinistic - @Trait@-1MentalB163
Chronic Depression - CR: 12 (Quite Often).-15MentalB126
Chronic Pain - ?PhysicalB126
Chummy-5MentalB126
Chummy (Gregarious)-10MentalB126
Climbing Line1Physical, ExoticSup31
Classic Features (@Features@)Possible to get as surgery1PhysicalPU2:4
Charitable - CR: 12 (Quite Often).-15MentalB125
Claustrophobia (Enclosed Spaces) - CR: 12 (Quite Often).-15MentalB149
Clueless-10MentalB126
Coitophobia (Sex) - CR: 12 (Quite Often).-10MentalB150
Compulsive Carousing - CR: 12 (Quite Often).-5MentalB128
Compulsive Debating - CR: 12 (Quite Often).-5MentalF219
Compulsive Gambling - CR: 12 (Quite Often).-5MentalB128
Compulsive Generosity - CR: 12 (Quite Often), +10% Cost of Living Increase.-5MentalB128
Compulsive Lying - CR: 12 (Quite Often).-15MentalB128
Compulsive Rhetoric - CR: 12 (Quite Often).-5MentalSup32
Compulsive Spending - CR: 12 (Quite Often), +20% Cost of Living Increase.-5MentalB129
Compulsive Vowing - CR: 12 (Quite Often).-5MentalB129
Confused - CR: 12 (Quite Often).CR 15 might work, lesser is likely crippling-10PhysicalB129
Congenial-1MentalB164
Delusion (@Belief@)Many are cripling?MentalB130
Delusions - @Subject@-1MentalB164
Demophobia (Crowds) - CR: 12 (Quite Often).-15MentalB149
Dependency (@Substance@)0Physical, ExoticB130
Disciplines of Faith (Asceticism)-15MentalB132
Disciplines of Faith (Monasticism)-10MentalB132
Disciplines of Faith (Mysticism)-10MentalB132
Disciplines of Faith (Ritualism)-5MentalB132
Debt 1-1SocialB26
Dislikes @Item@-1MentalB164
Distinctive Features-1PhysicalB165
Distractible-1MentalB164
Dread (@Item@) 1-10Mental, SupernaturalB132
Dreamer-1MentalB164
Dual Identity-1MentalSup33
Dull-1MentalB164
Duty (@Duty@)Normally you already have this0SocialB133
Dwarfism-15PhysicalB19
Enemy (@Who@)Though should likely be watcher only0SocialB135

Cybernetics likely available

Absolute Direction5Mental/PhysicalB34
Absolute Timing2MentalB35
Acceleration Tolerance1PhysicalPU2:13
Accessory (@Tool@)Only for tools with fairly small size1Physical, ExoticB100
Acute Hearing 12PhysicalB35
Acute Sense (@Special Sense@) 12PhysicalB35
Acute Taste & Smell 12PhysicalB35
Acute Touch 12PhysicalB35
Acute Vision 12PhysicalB35
Affliction 110Physical, ExoticB35
Alcohol Tolerance1PhysicalB100
AppearancePossible to get as surgery?PhysicalB21
Claws, Blunt (Feet) - Only pay for hands or feet, not both3PhysicalB42
Claws, Blunt (Hands) - Only pay for hands or feet, not both3PhysicalB42
Claws, Hooves - Only pay for hands or feet, not both3PhysicalB42
Claws, Long Talons (Feet) - Only pay for hands or feet, not both11PhysicalB43
Claws, Long Talons (Hands) - Only pay for hands or feet, not both11PhysicalB43
Claws, Sharp (Feet) - Only pay for hands or feet, not both5PhysicalB42
Claws, Sharp (Hands) - Only pay for hands or feet, not both5PhysicalB42
Claws, Talons (Feet) - Only pay for hands or feet, not both8PhysicalB43
Claws, Talons (Hands) - Only pay for hands or feet, not both8PhysicalB43
Binding 12Physical, ExoticB40
Burrower You can dig as if you had a shovel.1Physical, ExoticSup30
Damage Resistance 15Physical, ExoticB47
Detect0Mental/Physical, ExoticB48
Discriminitory Hearing15Physical, ExoticB49
Discriminitory Smell15Physical, ExoticB49
Discriminitory Taste10Physical, ExoticB49
Doesn't BreatheOnly limited versions20Physical, ExoticB49
Doesn't Eat or DrinkOnly limited versions10Physical, ExoticB50
Eidetic Memory5MentalB51

Annoying disadvantages

These are likely crippling in some form, so not recommended.

Acceleration Weakness-1PhysicalB165
Acrophobia (Heights) - CR: 12 (Quite Often).-10MentalB150
Aichmophobia/TL6+ (Sharp Things) - CR: 12 (Quite Often).-10MentalB150
Agoraphobia (Open Spaces) - CR: 12 (Quite Often).-10MentalB150
Amnesia (Total)-25PhysicalB123
Bad Sight (Farsighted) -25PhysicalB123
Bad Sight (Nearsighted) -25PhysicalB123
Bad Back (Severe)-25PhysicalB123
Bad Grip 1-5PhysicalB123
Blindness - -50PhysicalB124
Bloodlust - CR: 12 (Quite Often).-10MentalB125
Cannot Speak (Mute)except if you have migator-25PhysicalB125
Carrier (@Disease@)1PhysicalPU2:13
Cannot Speakexcept if you have migator-15PhysicalB125
Colorblindness-10PhysicalB127
Combat Paralysis-15PhysicalB127
Cowardice -10MentalB129
Deafness-20PhysicalB129
Cursed-75Mental, SupernaturalB129
Disturbing Voice-10PhysicalB132
Dyslexia-10MentalB134
Easy to Kill 1-2PhysicalB134
Easy to Read-10MentalB134

Possible social advantages

Ally (@Who@)0SocialB36
Alternate Identity - @Identity@5SocialB39
Better (@Gear@)Limited form of the better gear, does not give any other advantages except better equipment in one very specific category1SocialPU2:8
Brotherhood (@Group@)1Mental/PhysicalPU2:17
Call of the Wild1MentalPU2:12
Cheaper (@Gear@; @Percentage@%) - @Reason@1SocialPU2:8
Citizenship (@State@)1Mental/PhysicalPU2:17
Claim to Hospitality0SocialB41
Contact (@Who@)0SocialB44
Controllable Disadvantage (@Disadvantage@)1MentalPU2:12
Convincing Nod - Non-Verbal Fast-Talk1Mental/PhysicalPU2:15
Cultural Adaptability10MentalB46
Cultural Familiarity (@Culture@)1MentalB23
Disposable Identity - @Details@1SocialPU2:18
Emeritus Professor1SocialPU2:18
Ex-Cop 1though you are likely a cop instead1SocialPU2:18

Possible as psionic

Some of these are available in the specific psionic packages

Air0PW121
Air Jet1Physical, ExoticPU2:10
Air Talent 15MentalPW121
Animal Control0PW121
Animal Control Talent 15MentalPW121
Animal Empathy5MentalB40
Animal Function0Sup39
Animal Function Talent 15MentalSup39
Antipsi0PW122
Antipsi Talent 15MentalPW122
Bioenergy0PW123
Bioenergy Talent 15MentalPW123
Chaos0PW124
Chaos Talent 15MentalPW124
Body Alteration0PW123
Body Alteration Talent 15MentalPW123
Body Control0PW123
Body Control Talent 15MentalPW123
Charisma 5MentalB41
Chameleon5Physical, ExoticB41
Cold/Ice0PW124
Cold/Ice Talent 15MentalPW124
Confusion 140Mental, SupernaturalP84
Control (@Element@) 15PhysicalP90
Cosmic Talent 115MentalPW125
Constriction Attack15Physical, ExoticB43
Dark Vision25Physical, ExoticB47
Darkness0PW125
Darkness Talent 15MentalPW125
Death0PW125
Death Talent 15MentalPW125
Dimensional Travel0PW125
Dimensional Travel Talent 15MentalPW125
Dominance20Mental, ExoticB50
Empathy15MentalB51
Empathy (Sensitive)5MentalB51
Energy Reserve (@Source@) 1as indicated in the special powers only3Physical, ExoticP119

Not available

Acute Mana Sense 12Mental, ExoticF128
Altered Time Rate 1except some very special training packages100Physical, ExoticB38
Anti-Magic0PW121
Anti-Magic Talent 15MentalPW121
Anti-Super0PW122
Anti-Super Talent 15MentalPW122
Arm DX 116PhysicalB40
Arm ST 15PhysicalB40
Astral Projection0PW122
Astral Projection Talent 15MentalPW123
Awe 140Mental, SupernaturalP84
Blessed10Mental, SupernaturalB40
Blessed (Armor of Faith)11Mental, SupernaturalF128
Blessed (Heroic Feats)10Mental, SupernaturalB41
Blessed (The King's Two Bodies)10Mental, SupernaturalF128
Chi Resistance (@Attack@) - +3 to withstand chi-based attacks1Mental, SupernaturalMA50
Code of Honor (Halfling)-5MentalBS185
Base - @Description@1Mental/PhysicalPU2:17
Channeling10Mental, SupernaturalB41
Charm (@Spell@)1SupernaturalPU2:19
Clerical Investment5SocialB43
Clairsentience50Mental, SupernaturalB42
Cloaked 1PhysicalSup30
Covenant of Rest1Social, SupernaturalPU2:19
Create (@Item@) 15PhysicalP92
Cross-Species Surrogacy (@Species@)1Physical, ExoticPU2:10
Crossbow Finesse1PhysicalPU2:7
Compact Frame1PhysicalPU2:13
Dependant (@Who@)0SocialB131
Destiny (@Advantage@)0Mental, SupernaturalB132
Destiny (@Disadvantage@)0Mental, SupernaturalB132
Divine (@Deity@) - Power Modifier (Divine), -10%.0PW126
Divine Curse (@Curse@)0Mental, SupernaturalB132
Divine Curse (All children die young)-5Mental, SupernaturalB132
Divine Curse (Never sleep at night)-10Mental, SupernaturalB132
Doodad 11PU2:9
Doesn't Sleep20Physical, ExoticB50
Dramatic Death1SupernaturalPU2:19
Duplication 135Mental/Physical, ExoticB50
Earth0PW126
Earth Talent 15MentalPW127
Electrokinesis0PW126
Electrokinesis Talent 15MentalPW123
Elasticity0Sup39
Elasticity Talent 15MentalSup39
Electricity0PW126
Electricity Talent 15MentalPW126
Electrical-20Physical, ExoticB134
ESP0PW127
ESP Talent 15MentalP127
Evil0PW127
Evil Talent 15MentalP127
Elastic Skin20Physical, ExoticB51
Extra Fatigue Points 1 - Magic Only (Subject to involuntary FP drain), -10%.3PhysicalB16

Unsorted

Enhanced Time Sense45Mental, ExoticB52
Enhanced Tracking 15Physical, ExoticB53
Entomophobia (Insects) - CR: 12 (Quite Often).-10MentalB150
Epilipsy-30PhysicalB136
Equipment Bond - You have a tool particularly suited to you for +1 to skill rolls using it.1Physical, ExoticSup31
Exotic Equipment Training (@Equipment@)1MentalPU2:9
Exotic Weapon Training (@Weapon@) - Lets you ignore built-in penalties for a particular weapon1MentalMA50
Expression - ”@Saying@“-1MentalB164
Extended Hearing (High)1PhysicalPU2:14
Extended Hearing (Low)1PhysicalPU2:14
Extended Lifespan 12Physical, ExoticB53
Extra Arm 110Physical, ExoticB53
Extra Attack 125PhysicalB53
Extra Fatigue Points 13PhysicalB16
Extra Head 115PhysicalB54
Extra Hit Points 12PhysicalB16
Extra Legs0Physical, ExoticB54
Extra Life 125Mental, ExoticB55
Extra Mouth 15Physical, ExoticB55
Extra Option (@Rule@)1PU2:20
Extra Sleep 1-2PhysicalB136
Extreme Sexual Dimorphism - +1 to attempts to identify you, -1 to attempts to remain anonymous.1Physical, ExoticPU2:10
Eye for Distance1MentalPU2:13
Fanaticism (@Group or ideal@)-15MentalB136
Fashion Sense5MentalB21
Fat - +2 ST vs. knockback-3PhysicalB19
Fearfulness 1-2MentalB136
Fearlessness 12MentalB55
Fearsome Stare - Non-Verbal Intimidation1Mental/PhysicalPU2:15
Feathers1Physical, ExoticPU2:10
Fewer Fatigue Points 1-3PhysicalB16
Fewer Hit Points 1-2PhysicalB16
Filter Lungs5Physical, ExoticB55
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)5PhysicalB55
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)15PhysicalB55
Flashbacks (Crippling, 3D minutes)-20PhysicalB136
Flashbacks (Mild-2, 2D seconds)-5PhysicalB136
Flashbacks (Severe, -5, 1D minutes)-10PhysicalB136
Flexibility5PhysicalB56
Flexibility (Double-Jointed)15PhysicalB56
Flight40Physical, ExoticB56
Flourish (@Weapon Skill@) - Intimidate at +4 with ready after kill/knockdown1Mental/PhysicalPU2:15
Focused (@Task@)1MentalPU2:13
Focused Fury - Combine Mighty Blows and All Out Attack1PhysicalPU2:5
Follow-Through (@Weapon Skill@) - Intimidate as free action after kill/knockdown1Mental/PhysicalPU2:15
Force Construct Talent 15MentalP127
Force Constructs0PW127
Forgetful - You often forget about your powers and equipment.-1MentalSup33
Forgettable Face1PhysicalPU2:4
Form Mastery (@Weapon@) - Let you switch skill at any time1MentalMA50
Fragile (Brittle)-15Physical, ExoticB136
Fragile (Combustible)-5Physical, ExoticB136
Fragile (Explosive)-15Physical, ExoticB137
Fragile (Flammable)-10Physical, ExoticB137
Fragile (Unnatural)-50Physical, ExoticB137
Friend - @Details@1SocialPU2:18
Frightens Animals-10Mental, SupernaturalB137
Fur1Physical, ExoticB101
G-Experience (All)10MentalB57
G-Experience 11MentalB57
G-Intolerance (0.05G increment)-20PhysicalB137
G-Intolerance (0.1G increment)-10PhysicalB137
Gadgeteer25MentalB57
Gangster Swagger - Non-Verbal Streetwise1Mental/PhysicalPU2:15
Generator - You can produce a steady direct current. Maximum: @Power@ Watts1Physical, ExoticSup31
Gigantism0PhysicalB20
Gizmo 15MentalB57
Gluttony - CR: 12 (Quite Often).-5MentalB137
Good0PW128
Good Talent 15MentalP127
Good with @Animal@1MentalPU2:13
Good with @Social Group@1MentalPU2:13
Gravity0PW128
Gravity Talent 15MentalP127
Greed - CR: 12 (Quite Often).-15MentalB137
Grip Mastery (@Weapon@) - Lets you change grip as a free action1MentalMA50
Ground Guard - +1 to quick contests when lying down1MentalMA50
Growth 110Physical, ExoticB58
Guilt Complex-5MentalB137
Gullibility - CR: 12 (Quite Often).-10MentalB137
Gunslinger25MentalB58
Habit - @Habit@-1MentalB164
Ham-Fisted-5PhysicalB138
Ham-Fisted (Severe)-10PhysicalB138
Hands Free (@Skill@)1Mental/PhysicalPU2:16
Hard of Hearing-10PhysicalB138
Hard to Kill 12PhysicalB58
Hard to Subdue 12PhysicalB59
Haughty Sneer - Non-Verbal Savoir-Faire (High Society)1Mental/PhysicalPU2:15
Headhunter1MentalPU2:13
Healing30Mental, ExoticB59
Healing0PW128
Heat/Fire0PW129
Heliophobia (Sun) - CR: 12 (Quite Often).-15MentalB150
Hemophilia-30PhysicalB138
Hemophobia (Blood) - CR: 12 (Quite Often).-10MentalB149
Hermaphromorph5Physical, ExoticB59
Herpetophobia (Reptiles) - CR: 12 (Quite Often).-10MentalB150
Hidebound-5PhysicalB138
High Manual Dexterity 15PhysicalB59
High Pain Threshold - Never suffer shock penalties when injured; +3 on all HT rolls to avoid knockdown and stunning; +3 to resist torture10PhysicalB59
High TL 15MentalB23
High-Heeled Heroine1PhysicalPU2:14
High-Heeled Hurt1PhysicalPU2:7
Higher Purpose5Mental, ExoticB59
Honest Face1PhysicalB101
Honesty - CR: 12 (Quite Often).-10MentalB138
Hoplophobia (Weapons) - CR: 12 (Quite Often).-20MentalB150
Horizontal-10Physical, ExoticB139
Horrible Hangovers-1PhysicalB165
Huge Weapons (SM) 11Physical, ExoticPU2:6
Huge Weapons (ST) 12Physical, ExoticPU2:6
Humble-1MentalB164
Hunchback-10PhysicalB139
Hyper-Specialization (@Skill@; @Specialty@) - +5 to specialty1Mental/PhysicalPU2:16
Hyperspectral Vision25Physical, ExoticB60
Ignition - You can ignite Highly Flamable or Super Flamable material.1Physical, ExoticSup31
Illuminated15Mental, SupernaturalB60
Illumination - You can produce light as if you had a flashlight.1Physical, ExoticSup31
Illusion25PhysicalP94
Illusion0PW129
Imaginative-1MentalB164
Immunity to (@Specific Hazard/Poison/Disease@)1MentalPU2:11
Improved G-tolerance0PhysicalB60
Improvised Weapons (@Weapon@) - Ignore skill penalties when wielding an improvised weapon1MentalMA50
Impulsiveness - CR: 12 (Quite Often).-10MentalB139
Incompetence (@Skill@)-1MentalB164
Increased Consumption0PhysicalB139
Increased Life Support (Extreme Cold, below 0)-10Physical, ExoticB139
Increased Life Support (Extreme Heat, above 200)-10Physical, ExoticB139
Increased Life Support (Massive)-10Physical, ExoticB139
Increased Life Support (Pressurized)-10Physical, ExoticB139
Increased Life Support (Radioactive)-10Physical, ExoticB139
Incurious - CR: 12 (Quite Often).-5MentalB140
Indecisive - CR: 12 (Quite Often).-10MentalB140
Independent Income 11SocialB26
Indomitable15MentalB60
Infectious Attack-5Physical, SupernaturalB140
Infravision10Physical, ExoticB60
Injury Tolerance (Damage Reduction) 250Physical, ExoticP53
Injury Tolerance (Diffuse)100Physical, ExoticB60
Injury Tolerance (Homogenous)40Physical, ExoticB60
Injury Tolerance (Independent Body Parts)35Physical, ExoticP53
Injury Tolerance (No Blood)5Physical, ExoticB61
Injury Tolerance (No Brain)5Physical, ExoticB61
Injury Tolerance (No Eyes)5Physical, ExoticB61
Injury Tolerance (No Head)7Physical, ExoticB61
Injury Tolerance (No Neck)5Physical, ExoticB61
Injury Tolerance (No Vitals)5Physical, ExoticB61
Injury Tolerance (Unbreakable Bones)10PhysicalP53
Injury Tolerance (Unliving)20Physical, ExoticB61
Innate Attack (Burn) 15Physical, ExoticB61
Innate Attack (Corrosion) 110Physical, ExoticB61
Innate Attack (Crush) 15Physical, ExoticB61
Innate Attack (Cut) 17Physical, ExoticB61
Innate Attack (Fatigue) 110Physical, ExoticB61
Innate Attack (Huge Pierce) 18Physical, ExoticB62
Innate Attack (Impaling) 18Physical, ExoticB61
Innate Attack (Large Pierce) 16Physical, ExoticB62
Innate Attack (Piercing) 15Physical, ExoticB62
Innate Attack (Small Pierce) 13Physical, ExoticB62
Innate Attack (Toxic) 14Physical, ExoticB62
Innumerate-5MentalB140
Insomniac (Mild) - GM secretly rolls 3d for the number of days between episodes-10PhysicalB140
Insomniac (Severe) - GM secretly rolls 2d-1 for the number of days between episodes-15PhysicalB140
Insubstantiality80Mental/Physical, ExoticB62
Intolerance (@Class, Ethnicity, Nationality, Religion, Sex, or Species@)0MentalB140
Intuition15MentalB63
Intuitive Repairman (@Item@)1MentalPU2:9
Invertebrate-20Physical, ExoticB140
Invisibility40Mental/Physical, ExoticB63
Iron Arms 1Physical, ExoticMA50
Iron Hands 1Physical, ExoticMA50
Iron Legs 1Physical, ExoticMA50
Iron Neck 1Physical, ExoticMA50
Jealousy-10MentalB140
Job Hunter1MentalPU2:13
Jumper (@World/Time/Spirit@)100Mental, SupernaturalB64
Killjoy-15PhysicalB140
Kleptomania - CR: 12 (Quite Often).-15MentalB141
Klutz-5PhysicalB141
Lame (Crippled Legs)-10PhysicalB141
Lame (Legless)-30PhysicalB141
Lame (Missing Legs)-20PhysicalB141
Lame (Paraplegic)-30PhysicalB141
Language Talent10MentalB65
Language: @Language@0MentalB24
Language: @Language@ - With Language Talent0MentalB24
Laziness-10MentalB142
Lecherousness - CR: 12 (Quite Often).-15MentalB142
Leech 125PhysicalP96
Legal Enforcement Powers0SocialB65
Legal Immunity0SocialB65
Less Sleep 12PhysicalB65
License (@Type@)1SocialPU2:18
Life0PW130
Lifebane-10Mental, SupernaturalB142
Lifting ST 13PhysicalB65
Light0PW130
Light Sleeper-5PhysicalB142
Lightning Calculator2MentalB66
Like @Item@-1MentalB164
Limited Camouflage (@Environment@)1MentalPU2:11
Loner - CR: 12 (Quite Often), -2 Reaction Penalty.-5MentalB142
Long Fingers1MentalPU2:11
Longevity2PhysicalB66
Looks Good in Uniform1MentalPU2:14
Low Empathy-20MentalB142
Low Pain Threshold-10PhysicalB142
Low Self-Image-10MentalB143
Low TL 1-5SocialB22
Luck - Usable once per hour of play15MentalB66
Luck, Extraordinary - Usable once per 30 minutes of play30MentalB66
Luck, Ridiculous - Usable once per 10 minutes of play60MentalB66
Luck, Super - Dictate one die roll once per hour of play100Mental, SupernaturalB89
Lunacy-10PhysicalB143
Machine Telepathy0PW130
Magery 115Mental, SupernaturalB66
Magery 1 - One College (@College@), -40% (levels only).11Mental, SupernaturalB66
Magic - Power Modifier (Magical), -10%.0PW131
Magic Resistance 12PhysicalB67
Magic School Familiarity (@School@)1Mental, Social, SupernaturalPU2:19
Magic Suceptibility 1-3Mental, SupernaturalB143
Magnetism0PW131
Maintenance0PhysicalB143
Mana Damper 110Mental, SupernaturalB67
Mana Enhancer 150Mental, SupernaturalB68
Manaphobia (Magic, Common) - CR: 12 (Quite Often).-15MentalB150
Manaphobia (Magic, Uncommon) - CR: 12 (Quite Often).-10MentalB150
Manaphobia (Magic, Unknown) - CR: 12 (Quite Often).-5MentalB150
Mania (@Element@) - CR: 12 (Quite Often).-5MentalSup33
Manic-Depressive-20MentalB143
Masked1PhysicalSup30
Matter Control - Power Modifier (Super), -10%.0PW131
Medium10Mental, SupernaturalB68
Megalomania-10MentalB144
Metabolism Control 15PhysicalB68
Microscopic Vision 15Physical, ExoticB68
Mimicry10Mental, ExoticB68
Mind Control50Mental, ExoticB68
Mind Probe20Mental, ExoticB69
Mind Reading30Mental, ExoticB69
Mind Shield 14Mental, ExoticB70
Mindlink0Mental, SupernaturalB70
Minor Addiction - @Substance@-1PhysicalB165
Minor Addiction - @Substance@-1MentalB164
Minor Handicap - @Body Part@-1PhysicalB165
Miserliness - CR: 12 (Quite Often).-10MentalB144
Missing Digit (Finger)-2PhysicalB144
Missing Digit (Thumb)-5PhysicalB144
Mistaken Identity-5PhysicalB21
Modular Abilities (Chip Slots) 18Mental, ExoticB71
Modular Abilities (Computer Brain) 110Mental, ExoticB71
Modular Abilities (Cosmic Power) 110Physical, ExoticB71
Modular Abilities (Grimoire) 18Mental, ExoticSup27
Modular Abilities (Reconfigurable Mechanisms) 1 - External9Mental, ExoticSup27
Modular Abilities (Reconfigurable Mechanisms) 1 - Internal10Mental, ExoticSup27
Modular Abilities (Spirit Trapping) 110Mental, ExoticF130
Modular Abilities (Super-Memorization) 18Mental, ExoticB71
Motion Sickness-10PhysicalB144
Mundane Background-10MentalB144
Mysophobia (Dirt) - CR: 12 (Quite Often).-10MentalB149
Named Possession (@Name@)1Social, SupernaturalPU2:19
Natural Pockets - @Details@1MentalPU2:14
Naval Training - You may ignore -2 to attacks and -1 to defend from bad footing due to naval vessels movement.1MentalMA50
Neck Control (@Striking Skill@) - +1 to hit head, neck or torso in a clinch1MentalMA50
Necrophobia (Death) - CR: 12 (Quite Often).-10MentalB149
Nervous Stomach-1PhysicalB165
Neurological Disorder (Crippling)-55PhysicalB144
Neurological Disorder (Mild)-15PhysicalB144
Neurological Disorder (Severe)-35PhysicalB144
Neutered-1PhysicalB165
Neutralize (@Source@)50Mental, ExoticP97
Neutralize (Psi)50Mental, ExoticB71
Nictitating Membrane 11Physical, ExoticB71
Night Blindness-10PhysicalB144
Night Vision 11PhysicalB71
Nightmares - CR: 12 (Quite Often).-5MentalB144
No Degeneration in Zero-G1MentalPU2:11
No Depth Perception-15PhysicalB144
No Fine Manipulators-30PhysicalB145
No Hangover1PhysicalB101
No Legs (Aerial)0Physical, ExoticB145
No Legs (Aquatic)0Physical, ExoticB145
No Legs (Bounces)0Physical, ExoticB145
No Legs (Rolls)0Physical, ExoticB145
No Legs (Semi-Aquatic)0Physical, ExoticB145
No Legs (Sessile)-50Physical, ExoticB145
No Legs (Slithers)0Physical, ExoticB145
No Legs (Tracked) - @Number of Treads@ treads-20Physical, ExoticB145
No Legs (Wheeled) - @Number of Wheels@ wheels-20Physical, ExoticB145
No Manipulators-50PhysicalB145
No Nuisance Rolls (@Task@)1Mental/PhysicalPU2:16
No Sense of Humor - -2 Reaction-10PhysicalB146
No Sense of Smell/Taste-5PhysicalB146
No Visible Damage1Physical, ExoticSup31
Nocturnal-20Physical, ExoticB146
Noisy 1-2PhysicalB146
Non-Icongraphic-10MentalB146
Nonprotective Clothing - You can wear clothing other than armour.1PhysicalSup30
Nosy-1MentalB164
Numb-20PhysicalB146
Oblivious-5MentalB146
Obscure (@Sense@) 12Physical, ExoticB72
Obscure True Name1Social, SupernaturalPU2:19
Obsession - @Goal@0PhysicalB146
Obsession - @Subject@-1MentalB164
Odious Personal Habit - @Habit@0PhysicalB22
Off-Hand Training (@Skill@)1Mental/PhysicalPU2:16
Off-Hand Weapon Training (@Weapon@) - Replaces equal-named technique on p. B2321MentalMA50
Office (@Type@)1SocialPU2:18
On the Edge - CR: 12 (Quite Often).-15MentalB146
One Arm-20PhysicalB147
One Eye-15PhysicalB147
One Hand-15PhysicalB147
One-Armed Bandit (Guns (@Weapon@))1MentalHT249
One-Task Wonder (@Task@)1Mental/PhysicalPU2:16
One-Way Fluency (@Language@)1MentalPU2:13
One-Way Literacy (@Language@)1MentalPU2:13
Oracle15Mental, SupernaturalB72
Order0PW132
Overconfidence - CR: 12 (Quite Often).-5MentalB148
Overweight - +1 ST vs. knockback-1PhysicalB19
Pacifism: Cannot Harm Innocents-10MentalB148
Pacifism: Cannot Kill-15MentalB148
Pacifism: Reluctant Killer-5MentalB148
Pacifism: Self-Defense Only-15MentalB148
Pacifism: Total Nonviolence-30MentalB148
Pants-Positive Safety1MentalHT249
Parabolic Hearing 14Physical, ExoticB72
Paranoia-10MentalB148
Passing Appearance (@Group@)1PhysicalPU2:4
Passing Appearance (Androgynous)1PhysicalPU2:4
Passing Appearance (Passing Complexion)1PhysicalPU2:4
Patience of Job1MentalPU2:13
Patron0SocialB72
Payload (@Load@) 11Physical, ExoticB74
Peg-Leg Fighting1MentalPU2:6
Penetrating Vision 110PhysicalB74
Penetrating Voice1PhysicalB101
Perfect Balance15PhysicalB74
Perfume - +1 to reactions where smell makes a difference.1Physical, ExoticSup31
Peripheral Vision15PhysicalB74
Periscope - Can't see directly ahead and must take aim maneuvers while using.1Physical, ExoticSup31
Permeation0Physical, ExoticB75
Permit (@Type@)1SocialPU2:18
Personality Change - @Circumstance@-1MentalB164
Pet (@Type@)1SocialPU2:18
Phantom Voices0MentalB148
Phasing0Sup39
Phasing Talent 15MentalSup30
Pistol-Fist (@Pistol Skill@)1MentalPU2:6
Pitiable5Physical, SocialB22
Plant Control0PW132
Plant Empathy5MentalB75
Plant Function0Sup39
Plant Function Talent 15MentalSup39
Possession100Mental, ExoticB75
Post-Combat Shakes - CR: 12 (Quite Often).-5MentalB150
Power - To be tooled to a new power0
Power Grappling - You may base DX-based grappling rolls on ST1MentalMA51
Power Investiture 110Mental, SupernaturalB77
Power Talent 15Mental
Precognition25Mental, SupernaturalB77
Pressure Support 15Physical, ExoticB77
Pressure-Tolerant Lungs1MentalPU2:11
Probability Alteration0PW132
Protected Sense (@Sense@)5Physical, ExoticB78
Proud-1MentalB164
Psionophobia (Psionics, Common) - CR: 12 (Quite Often).-15MentalB150
Psionophobia (Psionics, Uncommon) - CR: 12 (Quite Often).-10MentalB150
Psionophobia (Psionics, Unknown) - CR: 12 (Quite Often).-5MentalB150
Psychokinesis0PW133
Psychometry20Mental, SupernaturalB78
Puppet (@Ally Group@)10Mental, ExoticB78
Puppet (@Ally or Dependant@)5Mental, ExoticB78
Purpose (@Purpose@)1SupernaturalPU2:19
Pyromania - CR: 12 (Quite Often).-5MentalB150
Pyrophobia (Fire) - CR: 12 (Quite Often).-5MentalB150
Quadriplegic-80PhysicalB150
Quick-Sheathe (@Weapon Skill@) - Let you use Fast-Draw to save one second when sheating1MentalHT249, MA51
Quick-Swap (@Skill@) - Let you switch hands as a free action.1MentalHT249, MA51
Racial Memory0Mental, ExoticB78
Radiation0PW133
Radiation Tolerance0Physical, ExoticB79
Rank 1 - @Type@: @Title@5PhysicalB29
Rapid Healing5PhysicalB79
Rapid Healing, Very15PhysicalB79
Rapid Retraction (@Kick or Punch@) - +1 to avoid Arm Lock or Leg Grapple after been parried1MentalMA51
Rapier Wit5MentalB79
Razor Kicks1PhysicalPU2:7
Reach Mastery (@Weapon@) - Let you change reach as a free action1MentalPU2:7
Reawakened10Mental, SupernaturalB80
Recovery10Physical, ExoticB80
Reduced Consumption 12PhysicalB80
Regeneration0Physical, ExoticB80
Regrowth40Physical, ExoticB80
Reproductive Control (Fertility Control) - Takes a day1MentalPU2:12
Reproductive Control (Reabsorption) - Requires Will roll1MentalPU2:12
Reprogrammable-10Mental, ExoticB150
Reputation 15SocialB26
Reputation 1-5SocialB26
Resistant0PhysicalB81
Resistant to @Specific Poison@ - +3 to resist1MentalPU2:14
Responsive-1MentalB164
Rest in Pieces1SupernaturalPU2:19
Restricted Diet (@Food@)-10PhysicalB151
Restricted Vision (No Peripheral Vision)-15PhysicalB151
Restricted Vision (Tunnel Vision)-30PhysicalB151
Revulsion (@Common substance@)-10Physical, SupernaturalB151
Revulsion (@Occasional substance@)-5Physical, SupernaturalB151
Revulsion (@Very Common substance@)-15Physical, SupernaturalB151
Rinse1MentalPU2:12
Robust (@Sense@)1MentalPU2:14
Rule of 151MentalPU2:13
Rule of 17 (@Skill@)1SupernaturalPU2:20
Rules Exemption (@Rule@)1PU2:20
Sacrificial Parry (@Weapon@)1MentalPU2:7
Sadism - CR: 12 (Quite Often).-15MentalB152
Sanitized Metabolism1PhysicalB101
Sartorial Integrity1MentalPU2:14
Scales1MentalPU2:12
Scanning Sense0Physical, ExoticB81
School Adaptation (@School@) - Lets you learn traits belonging to other schools.1MentalMA51
Scotophobia (Darkness) - CR: 12 (Quite Often).-15MentalB149
Sea Legs1MentalPU2:14
Sealed15Physical, ExoticB82
Secret (@Secret@)0SocialB152
Secret Identity (@Secret ID@)0SocialB152
Secret Knowledge (@Skill@)1MentalMA51
Secret Style (@Style@)1MentalMA49
Security Clearance0SocialB82
See Invisible - @Type@15Physical, ExoticB83
Self-Destruct-10Physical, ExoticB153
Selfish - CR: 12 (Quite Often).-5MentalB153
Selfless - CR: 12 (Quite Often).-5MentalB153
Semi-Upright-5Physical, ExoticB153
Sense of Duty0MentalB153
Sensitive Touch10Physical, ExoticB83
Serendipity 115MentalB83
Sexless-1PhysicalB165
Sexy Pose - Non-Verbal Sex Appeal1Mental/PhysicalPU2:15
Shadow Form50Physical, ExoticB83
Shadow Form (Can't Turn Off)-20Physical, ExoticB153
Shapeshifting0Physical, ExoticB83
Shield-Wall Training - You may block attacks on an ally beside you and ignore attack penalty for large shields1MentalMA51
Short Attention Span - CR: 12 (Quite Often).-10MentalB153
Short Lifespan 1-10Physical, ExoticB154
Shoves and Tackles (@Long Weapon@) - You may block attacks on an ally beside you and ignore attack penalty for large shields1MentalPU2:7
Shrinking 15Physical, ExoticB85
Shtick1Mental/PhysicalB101, HT250, MA51
Shyness0MentalB154
Sign Language: @Language@0Mental/PhysicalB25
Sign Language: @Language@ - With Language Talent0Mental/PhysicalB25
Signature Gear 1 - Gear is worth (starting wealth)/10 per level1SocialB85
Silence 15Physical, ExoticB85
Single-Minded5MentalB85
Skill Adaptation (@Speciality@) - Lets you base Techniques on different skill.1MentalMA51
Skinny - -2 ST vs. knockback-5PhysicalB18
Skintight - Your costume can be worn under normal clothing without showing.1PhysicalSup30
Slave Mentality-40PhysicalB154
Sleepwalker - CR: 12 (Quite Often).-5MentalB154
Sleepy0Physical, ExoticB154
Slippery 12Physical, ExoticB85
Slow Eater-10Physical, ExoticB155
Slow Healing 1-5PhysicalB155
Slow Riser-5PhysicalB155
Snatcher80Mental, SupernaturalB86
Social Chameleon5MentalB86
Social Disease-5PhysicalB155
Social Regard 1 - @Type: Feared, Respected or Venerated@: @Reason@5SocialB87
Social Stigma (Barbarian) - -2 Reaction from others; +2 Reaction by Barbarians-10SocialBS186
Social Stigma (Criminal Record) - -1 Reaction, -2 for cops & judges-5SocialB155
Social Stigma (Dead) - -4 Reaction-20SocialF133
Social Stigma (Disowned, Non-heir) - -1 Reaction-5SocialB155
Social Stigma (Disowned, Outcast) - -2 Reaction-10SocialB155
Social Stigma (Excommunicated) - -3 Reaction-5SocialB155
Social Stigma (Excommunicated) - -3 Reaction; Bad aura-10SocialB155
Social Stigma (Freak) - -2 Reaction-10SocialSup32
Social Stigma (Ignorant; @Skill@) - -1 Reaction-5SocialB155
Social Stigma (Known Criminal) - -1 Reaction, -2 for cops & judges after public denouncement or visible sign-5SocialBS186
Social Stigma (Minor) - -2 Reaction-5SocialB155
Social Stigma (Minority Group) - -2 Reaction from others; +2 Reaction in own group-10SocialB155
Social Stigma (Monster) - -3 Reaction-15SocialB155
Social Stigma (Perceived as an Animal) - No intellectual respect; killing you is not a crime-10SocialBS186
Social Stigma (Second-Class Citizen) - -1 Reaction-5SocialB155
Social Stigma (Subjugated) - -1 Reaction-20SocialB155
Social Stigma (Uneducated) - -1 Reaction-5SocialB156
Social Stigma (Valuable Property)-10SocialB156
Social Stigma (Vermin) - -3 Reaction-15SocialF133
Sound/Vibration0PW133
Space Sickness-10PhysicalB156
Speak Underwater5Physical, ExoticB87
Speak With Animals25Mental, ExoticB87
Speak With Plants15Mental, ExoticB87
Special Excercises (@Trait@) - Let you buy a trait normally off-limits1MentalMA51
Special Rapport (@Person@)5Mental, SupernaturalB88
Special Setup (@Setup@) - let you use an setup attack differently1MentalMA51
Speed0Sup39
Speed Talent 15MentalSup39
Spines, Long3Physical, ExoticB88
Spines, Short1Physical, ExoticB88
Spirit Contract (@Patron@)1Social, SupernaturalPU2:20
Spirit Control0PW134
Spirit Empathy10Mental, SupernaturalB88
Split Personality - CR: 12 (Quite Often).-15MentalB156
Squeamish - CR: 12 (Quite Often).-10PhysicalB156
Staid-1MentalB164
Standard Operating Procedure (Back to the Wall)1Mental/PhysicalPU2:15
Standard Operating Procedure (Energizer)1Mental/PhysicalPU2:15
Standard Operating Procedure (Full Tank)1Mental/PhysicalPU2:15
Standard Operating Procedure (Last Man Out)1Mental/PhysicalPU2:15
Standard Operating Procedure (Off-Screen Reload)1Mental/PhysicalPU2:15
Standard Operating Procedure (On Alert)1Mental/PhysicalPU2:15
Static (@Source@)30Mental, SupernaturalP98
Static (Psi)30Mental, SupernaturalB78
Status (@Description@) 1-5SocialB28
Status 1 - @Description@5SocialB28
Stress Atavism - CR: 12 (Quite Often).0Mental, ExoticB156
Stretching 16Physical, ExoticB88
Striker, Crushing (@Body Part@)5Physical, ExoticB88
Striker, Cutting (@Body Part@)7Physical, ExoticB88
Striker, Impaling (@Body Part@)8Physical, ExoticB88
Striker, Large Piercing (@Body Part@)6Physical, ExoticB88
Striker, Piercing (@Body Part@)5Physical, ExoticB88
Striking ST 15Physical, ExoticB88
Striking Surface - Puch and kick as if you had brass knuckles and boots.1Physical, ExoticSup31
Striking Surface (@Body part@)1Physical, ExoticPU2:12
Strongbow - Let you ignore some penalties when shooting a bow too strong for you1MentalMA51
Stubbornness-5MentalB157
Stuttering-10PhysicalB157
Style Adaptation (@Styles@) - Lets you learn techniques belonging to other styles1MentalMA51
Style Familiarity (@Style@)1MentalMA49
Subsonic Hearing5Physical, ExoticB89
Subsonic Speech10Physical, ExoticB89
Suit Familiarity (@Suit Skill@) - Let you ignore DX penalties when using environmental suits.1MentalMA52
Super Climbing 1 - Climbing Move: @New Climbing Move@3Physical, ExoticB89
Super Jump 1 - @New Move and Jump Stats@10Physical, ExoticB89
Super Throw 110PhysicalSup30
Supernatural Durability150Physical, SupernaturalB89
Supernatural Features (No Body Heat)-5Physical, SupernaturalB157
Supernatural Features (No Body Heat; Temporary)-1Physical, SupernaturalB157
Supernatural Features (No Reflection)-10Physical, SupernaturalB157
Supernatural Features (No Shadow)-10Physical, SupernaturalB157
Supernatural Features (Pallor)-10Physical, SupernaturalB157
Supernatural Features (Pallor; Temporary)-5Physical, SupernaturalB157
Supersensitive-15Mental, SupernaturalB158
Supersuit - Your costume works with and is not harmed by your powers.1PhysicalSup30
Sure Footed (@Surface Feature@) - Let you ignore bad footing.1MentalHT250, MA52
Susceptible (@Substance@) 1-1PhysicalB158
Swinging - Swing from vines, grappling lines, or the like without needing skill rolls.1Physical, ExoticSup31
Talent (Allure) 15PhysicalF132
Talent (Animal Friend) 15MentalB90
Talent (Artificer) 110MentalB90
Talent (Bard) 15PhysicalF132
Talent (Business Acumen) 110MentalB90
Talent (Devotion) 15PhysicalF132
Talent (Gifted Artist) 15MentalB90
Talent (Goodwife) 15PhysicalF132
Talent (Green Thumb) 15MentalB90
Talent (Healer) 110MentalB90
Talent (Mariner) 110PhysicalF132
Talent (Master Builder) 15PhysicalF132
Talent (Mathematical Ability) 110MentalB90
Talent (Musical Ability) 15MentalB91
Talent (Outdoorsman) 110MentalB91
Talent (Sage) 110PhysicalF132
Talent (Smooth Operator) 115MentalB91
Teamwork (@Style or Team@) - Let you work in a team action1MentalMA52
Technique Adaptation (@Technique@) - Let you learn a style's technique for a skill it doesn't teach1MentalMA52
Technique Mastery (@Technique@) - increases your maximum level in a technique1MentalMA52
Technophobia/TL4- (Machinery) - CR: 12 (Quite Often).-5MentalB150
Technophobia/TL5+ (Machinery) - CR: 12 (Quite Often).-15MentalB150
Teeth, Blunt0Physical, ExoticB91
Teeth, Fangs2Physical, ExoticB91
Teeth, Sharp1Physical, ExoticB91
Teeth, Sharp Beak1Physical, ExoticB91
Telecommunication0Mental/Physical, ExoticB91
Telekinesis 15Mental/Physical, ExoticB92
Telepathy0PW134
Teleportation0PW134
Telescopic Vision 15PhysicalB92
Temperature Control 15Mental/Physical, ExoticB92
Temperature Tolerance 11PhysicalB93
Template Adaptation (@Templates@) - Lets you learn traits belonging to other templates.1MentalMA51
Temporal Inertia15Mental, SupernaturalB93
Tenure5SocialB93
Teratophobia (Monsters) - CR: 12 (Quite Often).-15MentalB150
Terminally Ill0PhysicalB158
Terrain Adaptation (@Terrain Type@)5Physical, ExoticB93
Terror 140Mental, SupernaturalB93
Thalassophobia (Oceans) - CR: 12 (Quite Often).-10MentalB150
Third Person - You always refer to yourself by name.-1MentalSup33
Time Mastery0PW135
Timesickness-10PhysicalB158
Trademark - @Description@-1MentalB164
Trademark (@Complex@)-10MentalB159
Trademark (@Elaborate@)-15MentalB159
Trademark (@Simple@)-5MentalB159
Trademark Move (@Specific Combat Move@)1PhysicalPU2:8
Trained by a Master30MentalB93
Transporter (@Vehicle Skill@) - No rolls for some vehicle tasks.1Mental/PhysicalPU2:16
Trickster - CR: 12 (Quite Often).-15MentalB159
Trivial Destiny - @Details@1SupernaturalPU2:20
True Faith15Mental, SupernaturalB94
Truthfulness - CR: 12 (Quite Often).-5MentalB159
Tunneling (@Tunnel Move@) 135Physical, ExoticB94
Twirl (@Weapon Skill@)1Mental/PhysicalPU2:15
Ultrahearing5Physical, ExoticB94
Ultrapower50PhysicalSup30
Ultrasonic Speech10Physical, ExoticB94
Ultravision10Physical, ExoticB94
Unaging15Physical, ExoticB95
Uncongenial-1MentalB164
Uncontrollable Appetite (@Craving@) - CR: 12 (Quite Often).-15Mental, SupernaturalB159
Unfazeable15MentalB95
Unfit-5PhysicalB160
Unfit (Very)-15PhysicalB160
Unhealing (Partial)-20Physical, ExoticB160
Unhealing (Total)-30Physical, ExoticB160
Unique-5Mental, SupernaturalB160
Unique Technique (@Technique@)1MentalMA52
Universal Digestion5PhysicalB95
Unkillable 150Physical, ExoticB95
Unluckiness-10MentalB160
Unnatural Features (@Description@) 1-1PhysicalB22
Unusual Background - @Description@0MentalB96
Unusual Biochemistry-5PhysicalB160
Unusual Posture (@Task and Posture@)1MentalPU2:17
Unusual Training (@Cinematic Skill@)1MentalMA52
Vacuum Support5Physical, ExoticB96
Vampiric Bite30Physical, ExoticB96
Vampirism0PW135
Vehicle (@Type@)1SocialPU2:18
Versatile5MentalB96
Very Fat - +3 ST vs. knockback-5PhysicalB19
Vibration Sense10Physical, ExoticB96
Visualization10Mental, SupernaturalB96
Voice10PhysicalB97
Vow - @Subject@-1MentalB165
Vow (@Subject@)0PhysicalB161
Vulnerability0Physical, ExoticB161
Walk On Air20Physical, ExoticB97
Walk On Liquid15Physical, ExoticB97
Warp100Mental, SupernaturalB97
Water0PW135
Weak Bite-2Physical, ExoticB161
Weakness0Physical, ExoticB161
Wealth0SocialB25
Wealth, Multimillionaire 175SocialB25
Weapon Adaptation (@Skill to Skill@) - Let yoou use one class of weapons with a different skill 1MentalMA52
Weapon Bond - You own a Weapon that is uniquely suited to you.1MentalHT250, MA52
Weapon Master (@Specialty@)0MentalB99
Weapon Master (All weapons)45MentalB99
Weather Control0PW136
Weirdness Magnet-15Mental, SupernaturalB161
Wild Talent 120Mental, SupernaturalB99
Workaholic-5PhysicalB162
Wounded-5PhysicalB162
Xenophilia - CR: 12 (Quite Often), +2 Fright Check Bonus.-10MentalB162
Xenophobia (Strange and Unknown Things) - CR: 12 (Quite Often).-15MentalB150
Zeroed10SocialB100
starrangers/advantages.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1