Advantages and Disadvantages

Mental- If the mind/soul leaves the body, the mind/soul keeps these advantages.
Physical- If the mind/soul leaves the body, the body keeps these advantages.
Social- These advantages are attached to the character's identity. If you are recognized, you gain these advantages.

Exotic- Involves body parts that are not normally human. These cannot be gained during play. If these are not part of your racial template, it requires a Cinematic Ability Point to purchase (without Divine reasons for having).
Supernatural- Magical or Divine, these are not physically possible without either of them.
Mundane- These are inborn or learned edges that anyone might have. Anything not marked Exotic or Supernatural should be considered Mundane.

* requires a Cinematic Ability Point
** cannot be gained after character creation unless supernaturally granted


Unusual Background

For creating "Attacks", go here. Affliction, Binding, Innate Attack, , , will be described here.

For Social and Wealth based Advantages, go here. Allies, Claim to Hospitality, Clerical Investment, Contact Group, Contacts, Favor, Legal Enforcement Powers, Legal Immunity, Patrons, Puppet, Signiture Gear, Social Chameleon, Social Regard, Status, Wealth will be described here. Disadvantages are Dependents, Duty, Enemies, Secret, Social Stigma

Appearance,
Resistance Rolls 6 or less: 2 x listed cost 9 or less: 1.5 x listed cost 12 or less: listed cost 15 or less: 0.5 x listed cost


Mundane (Dis)Advantages

These are available for general character creation and may be added or improved with points gained through gameplay. If you want a simple character without a bunch of bells and whistles, stick to this catagory.
Advantages
  • Absolute Direction [5]: Mental Can always retrace a path. +3 to Navigation rolls.

  • Acute Senses [2/level]: Physical +1/level to Hearing/Taste and Smell/Touch/Vision rolls.

  • Ambidexterity [5]: Physical Allows you to use any hand without incuring an off-hand penalty (-4). If you have more than 2 arms, it is assumed that half of your arms do not have an off-hand penalty.

  • Animal Empathy [5]: Mental IQ roll to get a "feel" for the animal. Gives emotional state and whether its under supernatural control. Allows Influence Skills on animals.

  • Charisma [5/level]: Mental +1/level on all Reaction and Influence Rolls, Leadership, Panhandling, and Public Speaking skills.

  • Combat Reflexes [15]: Mental +1 to all Active Defenses and you never "freeze" in SURPRISE ROUNDS.

  • Common Sense [10]: Mental GM warns you of something they feel is stupid on a successful IQ roll. This is useful for an impulsive player who is playing a thoughtful character.

  • Cultural Adaptability [10]: Mental You may ignore the -3 penalty for any cultures that your race is a primary component of.
  • Xeno-Adaptability [20]: Mental You may ignore the -3 penalty for any culture.

  • Danger Sense [15]: Mental On a successful Perception roll, you may sense any kind of danger that is about to hit you.

  • Daredevil [15]: Mental Any time you take an unnecessary risk (up to your GM what that means) you get a +1 to all skill rolls and my reroll any critical failure during this high-risk behavior.

  • Empathy (Sensitive) [5]: Mental On a successful (secret) IQ-3 roll, the GM will give you an idea of what someone is feeling, whether they are an imposter, possessed, etc. Also gives +1 to Detect Lies.
  • Empathy [15]: Mental As above, but at full IQ and a +3 bonus to Detect Lies.

  • Enhanced Defenses [Variable]: Physical +1 to a specific Active Defense. You may only buy 2 levels of this Advantage maximum.
    • Enhanced Block [5/level]
    • Enhanced Dodge [15/level
    • Enhanced Parry (Bare Hands) [5/level]
    • Enhanced Parry (Any Melee Weapon Skill) [5/level]
    • Enhanced Parry (All Parries) [10/level]

  • Extra Attack [25/level]: Physical Gives another Attack Maneuver per turn. Attacking with the same weapon still gives the normal Rapid Strike penalties.

  • Fearlessness [2/level]: Mental +1 to your Will when making a Fright Check, to resist Intimidation, or to resist powers that induce fear.

  • Fit [5]: Physical +1 to HT rolls to stay conscious, avoid death, resist disease/poison, etc. Recove FP at twice the normal rate (1 FP/5 minutes).
  • Very Fit [15]: Physical As above, but +2. Also, you lose FP at half the normal rate.

  • Flexibility [5]: Physical +3 on Climing and Escape rolls.
  • Double-Jointed [15]: Physical As above, but +5.

  • Gunslinger [25]: Mental When firing a one-handed firearm, you can add the Accuracy bonus without an Aim Maneuver. If using two-handed firearm, add half the Accuracy bonus (round up).

  • Hard to Kill [2/level]: Physical +1 to HT rolls to avoid death or when a failed HT roll would result in instant death.

  • Hard to Subdue [2/level]: Physical +1 to any HT roll to avoid unconsciousness whether from injury, drugs, etc. Limit to 3 levels of Hard to Subue.

  • High Manual Dexterity [5]: Physical +1 to DX for Artist, Jeweler, Knot-Tying, Leatherworking, Sewing, Sleight of Hand, and Surgery. Does not help in IQ rolls for these skills.

  • High Pain Threshold [10]: Physical +3 on HT rolls to avoid knockdown, stunning, and resisting torture. You never suffer Shock Penalties.

  • Indomitable [15]: Mental You are impossible to influence through ordinary words or actions.

  • Intuition [15]: Mental The GM can tell you the correct choice when given a number of choices.

  • Language Talent [10]: Mental You are able to learn new languages for significantly less point cost.

  • Less Sleep [2/level]: Mental Ever level reduces the amount of sleep necessary by 1 hour. Maximum 4 levels.

  • Luck [Variable]: Mental Allows you to reroll a die roll.
    • Regular Luck [15]: Once per hour of play, you may reroll a single die roll twice and take the best of the three rolls.
    • Extraordinary Luck [30]: As above, but usable every 30 minutes. This level requires a Cinematic Ability Point to take.
    • Ridiculous Luck [60]: As above but usable every 10 minutes. This level requires a Cinematic Ability Point to take.

  • Night Vision [1/level]: Physical Ignore 1 level of Darkness Penalties per level of Night Vision. Does not work in total darkness (-10 Darkness Penalty).

  • Perfect Balance [15]: Physical +1 to Acrobatics and Climbing skills. Always keep your footing no matter how narrow the walking surface under normal conditions. For slippery surfaces, you get a +6 to stay on your feet. You also get a +4 to DX and DX-based rolls to keep on your feet or avoid being knocked down.

  • Plant Empathy [5]: Mental You can gauge the general health and welness of a plant and whether its mundane or supernatural in origin.

  • Rapid Healing [5]: Physical +5 to effective HT when rolling to recover lost HP. Requires HT 10+.
  • Very Rapid Healing [15]: Physical As above, but you gain 2 HP instead of 1 when rolling to recover. Requires HT 12+.

  • Rapier Wit [5]: Mental As a free action, you may attempt to mentally stun an opponent with a witty remark.

  • Reduced Consumption [2/level]: Physical You have a reduced need to eat.

  • Resistant [Variable]: Physical You are naturally resistant or even immune to noxious items or substances.

  • Serendipity [15/level]: Mental Each level of Serendipity entitles you to one fortuitous but plausible coincidence per game session.

  • Temperature Tolerance [1/level]: Physical Increase the "comfort zone" of a character by your HT degrees per level of Temperature Tolerance. This will protect your characters from the effects of intense Heat and Cold. Having more than 1 or 2 levels in this advantage is concidered Exotic.

  • Trained By A Master [30]: Mental You are a master of the martial arts! The penalties for Rapid Strike and Parrying Multiple Times are halved for all unarmed combat and melee weapon skills. This also gives you access to some Esoteric Skills.

  • Unfazeable [15]: Mental You are exempt from Fright Checks. You treat strangers with distant courtesy, no matter how strange they are, as long as they are well-behaved.

  • Voice [10]: Physical You have a clear and resonant voice. You gain a +2 to Diplomacy, Fast-Talk, Mimicry, Performance, Public Speaking, Sex Apeal, and Singing.

  • Weapon Master: Mental You have a high degree of training or talent with a particular class of muscle-powered weapons. Go here for a list of categories.
Disadvantages
  • Absent-Mindedness [-15]: Mental You have trouble focusing on anything you do not find interesting and are likely to not notice something short of physical harm.

  • Addiction [Variable]: Mental or Physical You are addicted to some kind of substance.

  • Amnesia [Variable]: Mental You are unaware of part/all of your past. The GM can create something that they think would be appropriate to fill the gap.

  • Bad Back [Variable]: Physical Sometimes when doing something athletic, you may be temporarily crippled.

  • Bad Grip [-5/level]: Physical -2 on tasks that require a firm grip per level of Bad Grip. This includes handling melee weapons, climbing, catching things, etc.

  • Bad Sighted [-25]: Physical You have difficulty either seeing something close up, or far away.

  • Bad Smell [-10]: Physical -2 to Reaction Rolls from most people or animals.

  • Bad Temper [-10*]: Mental In stressful situations, you may lose your temper and must insult, attack, or otherwise act against the cause of the stress.

  • Berserk [-10*]: Mental You can rampage out of control when you or someone you care about is harmed. After triggering, you must make All-Out Attacks and are unlikely to take any prisoners, but you are immune to stun, shock, and your injuries cause no penalties to your Move score. You are also much more difficult to kill or subdue.

  • Blindness [-50]: Physical You cannot see at all.

  • Bloodlust [-10*]: Mental You do not want a foe to survive.

  • Bully [-10*]: Mental You like to push people around whenever you can get away with it.

  • Callous [-5]: Mental You are merciless, if not cruel. You do not care about the emotions of others.

  • Cannot Speak [Variable]: Physical You are unable to speak, but you may be able to make other simpler noises.

  • Charitable [15*]: Physical You are very aware of the emotions of others, and you feel compelled to help them. Even legitimate enemies are subject to your compassion.

  • Chronic Pain [Variable]: Physical You can, at some point throughout the day, be subject to mild to agonizing pain for an interval of time.

  • Chummy [Variable]: Mental You work well with others and seek out their company.

  • Clueless [-10]: Mental You miss the point of any wit aimed at you and are oblivious to attempts to seduce you.

  • Code of Honor [Variable]: Mental You take pride in a set of principles that you follow at ALL times.

  • Combat Paralysis [-15]: Mental You tend to "freeze up" in combat situations, and are more likely to fail Fright Checks. Once you "unfreeze" you will not freeze again for the rest of that combat.

  • Compulsive Behavior [Variable*]: Mental You have a habit or vice that wastes a good deel of time and/or money. Some of these habits include Carousing, Gambling, Generosity, Lying, Spending, and Vowing.

  • Cowardice [-10*]: Mental You are extremely careful about your physical well-being. You must try to avoid any risk of danger unless threatened with even greater danger.

  • Curious [-5*]: Mental You are naturally inquisitive. This isn't the natural curiosity of average adventurers. This is more like "that chest is obviously trapped, but I wonder what's inside it" kind of curiosity.

  • Deafness [-20]: Physical You cannot hear anything.
  • Delusions [Variable]: Mental You believe something that simply is not true. This may couse others to consider you insane.

  • Disciplines of Faith [Variable]: Mental You have certain rules and rituals your religion expects from you.

  • Disturbing Voice [-10]: Physical Your voice is naturally unpleasant and people generally react poorly to your talking.

  • Dyslexia [-10]: Mental You have a crippling reading disability and cannot have any Written Language and your native language is at "None" on the written level.

  • Easy to Kill [-2/level]: Physical -1 to any rolls to avoid death per level of Easy to Kill.

  • Easy to Read [-10]: Mental It is much harder to lie to people.

  • Epilepsy [-30]: Physical You are subject to seizures in stressful situations. This makes your limbs tremble uncontrollably and you cannot speak or think clearly.

  • Extra Sleep [-2/level]: Physical You need 1 more hour of sleep per level of Extra Sleep.

  • Fanaticism [-15]: Mental You believe so strongly in a country, organization, philosophy, or religion that you put it ahead of everything else.

  • Fearfulness [-2/level]: Mental -1 to Will rolls per level of Fearfulness for any Fright Checks.

  • Flashbacks [Variable]: You tend to experience "flashbacks" when under stress. These are vivid hallucinations, full-participation replays of memories, or similar phenomena.

  • Gluttony [-5*]: Mental When given a chance, you must always burden yourself with extra provisions and never willingly miss a meal. When tempted with a meal, you take advantage of it.

  • Greed [-15*]: Mental You lust for wealth. If you have an opportunity to increase your wealth by a reasonable amount (you don't have to risk your life for a couple bucks), you will attempt to take it. This Disadvantage is for obtaining wealth. If you want to hord your wealth, look at Miserliness below.

  • Gullibility [-10*]: Mental You believe everything you hear. If someone told you the most ridiculous story, if told with conviction, is completely believable to you.

  • Ham-Fisted [Variable]: Physical -3 or -6 penalty to the same skills affected by High Manual Dexterity.

  • Hard of Hearing [-10]: Physical -4 on any Hearing Roll and any skill roll where understanding someone is important.

  • Honesty [-10*]: Mental You must obey the law and do your best to get others to do as well. You also assume that others are honest unless you know otherwise.

  • Hunchback [-10]: Mental Normal clothes and armor fit well enough, but give a -1 to DX unless you spend an extra 10% for specially made gear. Most people react to you at -1 due to your disturbing appearance and may not have an Appearance higher than Average.

  • Impulsiveness [-10*]: Mental You hate talk and debate. You prefer action! When the group stops to discuss something, you put your two cents' worth in quickly the you try do something.

  • Increased Comsumption [-10/level]: Physical Double the amount of meals you need per day per level of Increased Consumption. A single level is appropriate for people who are Overweight or heavier, or have the Gluttony Disadvantage above.

  • Incurious [-5*]: Mental You hardly ever notice things unrelated to the business at hand.

  • Indecisive [-10*]: Mental You find it difficult to make up your mind. As long as there is a single path before you, you are fine, but as soon as there is a choice, you begin to dither.

  • Insomniac [Variable]: Physical You go through periods where falling asleep is very difficult. During such an episode, you must make an HT-1 roll once per night to fall asleep. Otherwise, you suffer the effects of Missing Sleep.

  • Intolerance [Variable]: You dislike and distrust some or all people who are different from you. Your prejudice may be based on class, ethnicity, nationality, religion, sex, or species. You generally treat these people with disdain or bigotry. If you end up "liking" someone who is from the group you are intolerant of, you tolerate the person and are as sivil as possible, but are cold and stiff towards them.

  • Jealousy [-10]: Mental You react poorly toward those who seem smarter, more attractive, or better off than you. You resist any plan proposed by a "rival" and hate it if someone else is in the limelight.

  • Kleptomania [-15*]: Mental You are compelled to steal. The objects of your attention don't have to be valuable, but anything you think you can get away with is fair game. You may keep or try to sell stolen goods, but you may not give them back or discard them.

  • Klutz [Variable]: Physical Once per day, you have a chance to fumble something or knock something over. The instance isn't usually life-threatening, but should be inconvenient and/or expensive. You cannot have a DX higher than 13.

  • Lame [Variable]: Physical Your ability to move using your legs is sigificantly impaired. One or more of your legs may be crippled, missing, or just not working for whatever reason.

  • Light Sleeper [-5]: Physical You are likely to lose sleep at night in uncomfortable or noisy environments.

  • Loner [-5*]: Mental You require a great deal of "personal space". You lash out at people who linger or watch what you're doing over your shoulder.

  • Low Empathy [-20]: Mental You cannot understand emotions at all. This doesn't keep you from having and showing emotions of your own. You cannot take Empathy and suffer a -3 on any skill roll that requires you to understand the emotional motivation of others.

  • Low Pain Threshold [-10]: Physical You are very sensitive to pain of all kinds. You take double Shock Penalties and have a -4 to resist knockdown, stunning, and physical torture.

  • Low Self-Image [-10]: Mental You do not believe in yourself. You take a -3 penalty to all skills when you aren't in average or optimal conditions. Penalties usually apply in situations where enemies are bearing down on you, you must rush your work, working with poor quality or improvised tools, etc.

  • Megalomania [-10]: Mental You believe you are a superman, that you have been chosen for some great task, or that you are destined to conquer. You must choose a grand goal. Most often this manifests as conquest or the completion of some fantastic task. You must let nothing stand between you and this goal.

  • Miserliness [-10*]: Mental You are preoccupied with conserving your wealth. You must always hunt for the best deal possible and are unlikely to ever give up your hard earned cash without getting something far more valuable in return.

  • Missing Digit [Variable]: Physical One or both of your hands are missing a finger. This gives a DX penatly to anything you do with that hand.

  • Mundane Background [-10]: Mental You have a complete lack of experience with the supernatural and the weird. When you create your character, you can only have mundane skills and equipment. Any form of spells, cinematic skills, and Hidden Lore are unavailable to you. You can have Supernatural Advantages, but you can neither use them nor learn any skills that would allow you to use them. It is even very likely your character is unaware of these Advantages. You must buy off this disadvantage if you wish to use supernatural advantages actively or learn any skill related to the supernatural or the weird.

  • Neurological Disorder [Variable]: Physical You suffer from one of several neurological disorders that cause tremors, involuntary movements, facial contrortions, etc. This gives a penalty to any skills related to High Manual Dexterity and and any Reaction Rolls.

  • Night Blindness [-10]: Physical Darkness Penalties are double for you.

  • Nightmares [-5*]: Mental You are tormented by nightmares and are left with missed sleep and a minor penalty to all skill rolls for the next day.

  • No Sense of Humor [-10]: Mental You never get any jokes, and you think everyone is earnestly serious at all times. Others react to you at -2 to you in any situation where this disadvantage becomes evident.

  • No Sense of Smell/Taste [-5]: Physical You cannot smell or taste anything!...That's it.

  • Noisy [-2/level]: Physical +2 to Hearing Rolls to detect you, or a -2 to your Stealth rolls per level of Noisy. You may not take more than 5 levels of Noisy.

  • Non-Iconographic [-10]: You are incapable of processing abstract images and symbols. Maps, Heraldic Devices, and any Magical Runes are completely meaningless to you. This cannot be bought off normally, and you cannot learn Cartography, Heraldry, Symbol Drawing, or Religious Ritual.

  • Numb [-20]: Physical You have no sense of touch. You can feel your weight and walka around without falling over, but that is about it. For anything that requires hand-eye coordination, you suffer all the effects of one level of Ham-Fisted (above). This does not affect your ability to feel pain, temperature, or shock. You cannot use First Aid on yourself if you can't see the injury.

  • Oblivious [-5]: Mental You understand others' emotions but not their motivations. This makes you awkward in situations involving social manipulation. You have a -1 to use or resist Influence skills.

  • Obsession [Variable*]: Mental Your entire life revolves around a single goal. Unlike Compulsive Behavior, this is not a daily habit, but an overpowering fixation that motivates all of your actions. You rationalize all of your actions as an attempt to reach your goal.

  • On the Edge [-15*]: Mental You take grossly unreasonable risks in the face of mortal danger. In combat, you must make All-Out Attacks or engage in some other kind of reckless action.

  • One Arm [-20]: Physical You only have one arm. You cannot use two-handed weapons, wield two weapons at once, or perform any task that requires two arms. You get -4 on tasks that are possible with one arm but that usually use two.

  • One Eye [-15]: Physical You only have one eye. You suffer -1 to DX in combat and on any task that requires hand-eye coordination, and -3 on ranged attacks unless you Aim first.

  • One Hand [-15]: Physical You only have one hand. As One Arm above, but you are able carry things by tucking them in your arm, strap a shield on the forearm, or make unarmed parries.

  • Overconfidence [-5*]: Mental You believe that you are far more powerful, intelligent, or competent than you really are. Overconfidence is like Megalomania on a smaller scale.

  • Pacifism [Variable]: Mental You are opposed to violence. There are a couple levels of this that range from being a Reluctant Killer to having Total Nonviolence

  • Paranoia [-10]: Mental You are out of touch with reality and think that everyone is plotting against you.

  • Phantom Voices [Variable]: Mental You are plagued by whispered phrases that only you can hear.

  • Phobias [Variable*]: Mental You are afraid of a specific item, creature, or circumstance. Many fears are reasonalbe, but a Phobia is an unreasonable, unreasoning, morbid fear.

  • Post-Combat Shakes [-5*]: Mental You are shaken and sickened by combat, but only after it's over. On a failed self-control roll,roll 3d, add the amount you failed your self-control roll, and look up the result on the Fright Check Table.

  • Pyromania [-5*]: Mental You like to set fires never miss a chance to set a fire or appreciate one you encounter.

  • Quadriplegic [-80]: Physical You are paralyzed in all your arms and legs, or lack limbs entirely. You can neither manipulate objects nor move yourself without assistance.

  • Sadism [-15*]: Mental You delight in cruelty. Mental, physical, or both. This is a particularly "evil" trait and the GM may completely prohibit this disadvantage.

  • Selfish [-5*]: Mental You are self-important and status-conscious. You spend much of your time striving for social dominance. You lash out at anyone who makes a social slight at you.

  • Selfless [-5*]: Mental You are altruistic and self-sacrificing.

  • Sense of Duty [Variable]: Mental You have a strong sense of commitment toward a particular class of people. You will never betray them, abandon them when they are in trouble, or let them suffer or go hungry if you can help. Most adventuring groups have a Sense of Duty to their party.

  • Short Attention Span [-10*]: Mental You find it difficult to concentrate on a single task for longer than a few minutes. This makes Religious Rituals and Incantations Spells almost impossible to perform.

  • Shyness [Variable]: Mental You aren't comfortable around strangers. When interacting with them, you take a penalty to any Social Skills.

  • Sleepwalker [-5*]: Mental You tend to walk in your sleep. This is normally harmless, but can be dangerous in certain situations.

  • Slow Healing [-5/level]: Physical Double the interval between HT rolls to regain lost HP (normally 1 day) for every level of Slow Healing you have.

  • Slow Riser [-5]: Physical -1 to IQ and IQ-based skills for an hour after waking. If you miss sleep, you suffer an extra -1.

  • Social Disease [-5]: Physical You have a disease that is transmitted by close, unprotected physical contact. Those who know about it react to you at -1 and automatically resist your seduction attempts. The GM determains the symptoms, but they should not be fatal or even significantly crippling.

  • Split Personality [-15*]: Mental You have two or more distinct personalities, each with its own set of behavior patterns. They may interpret their momories differently, and even use different names. These consist of multiple packages of Mental Disadvantages and up to five quirks. Each package should be the same amout of points.

  • Squeemish [-10*]: Mental You dislike "yucky stuff". Big bugs, reptiles, ordinary "clean" dirt, and ghosts don't bother you. It's the little creepy crawlies, blood and dead bodies, etc. are what you have a problem with.

  • Stubbornness [-5]: Mental You always want your own way.

  • Stuttering [-10]: Physical -2 on Reaction Rolls when you get a chance to speak. You also suffer a -2 to Diplomacy, Fast-Talk, Performance, Public Speaking, Sex Appeal, and Singing.

  • Susceptible [Variable]: Physical You are extremely sensitive to a particular class of noxious items or substances. This is the opposite of Resistant.

  • Trademark [Variable]: Mental You have a special symbol or something that you leave at the scene of action, as a way of "signing your work".

  • Trickster [-15*]: Mental You crave the excitement of outwitting dangerous foes. This is not ordinary practical joking.

  • Truthfulness [-5*]: Mental You hate to tell a lie, or maybe you're just really bad at it.

  • Unfit [Variable]: Physical You have worse cardiovascular health than your HT alone would indicate.

  • Unluckiness [-10]: Mental You have rotten luck. Once per play session, the GM will arbitrarily and maliciously make something go wrong for you. If something bad must happen, it happens to you. The GM may not kill you outright with bad luck, but anything less than that is fine.

  • Vow [Variable]: Mental You have sworn an oath to do (or not do) something. Whatever the oath, you take it seriously.

  • Workaholic [-5]: Mental You tend to drive yourself past your limits, and find it hard to relax and turn away from your work.

  • Wounded [-5]: Physical You have an open wound that will not completely heal, for whatever reason. This is a weak point that leads to be more easily infected and can be targeted for in increased wounding modifier.

  • Xenophilia [-10*]: Mental You are instinctively fascinated and attracted by strangers and aliens, no matter how dangerous or frightening they appear to be.


Exotic (Dis)Advantages

If these are not part of your racial template, it requires a Cinematic Ability Point to purchase. They may also be gained through Divine or Incantation means.
Advantages
  • Altered Time Rate [100/level]: Mental Allows you to perform an extra maneuver per level in combat. You may choose almost all Maneuvers, but some are Full Turn Maneuvers and therefore are the only maneuvers you can make that turn no matter how many levels of Altered Time Rate you have (Feint, Evaluate, and Aim). Also you can creating equipment faster. Divide time required to make something by 1+Altered Time Rate level (2 levels reduces time to 1/3 what it normally would be). This does not work for enchanting or energy recovery.
    Modifiers:
    • Non-Combat Speed: You gain all the benefits of Altered Time Rate as long as you are not in combat (-60%).

  • Amphibious [10]: Physical No penalties to Movement or skill checks underwater.

  • Catfall [10]: Physical Subtract 5 yards from fall distance (does not stack with Acrobatics). A successful DX roll halves any damage from falls.

  • Chameleon [5/level]: Physical +1/level to Stealth if moving or clothed. +2/level if standing still and have minimal clothing/have appropriately camoflauged clothes.
    • For an extra +20%, you may make this Controllable and select any pattern you choose. This gives a +2 per level to your attempts to signal others, distracting or taunting enemies, and other's rolls to spot you if you want to be spotted.
  • Silence [5/level]: Physical +2 per level to Stealth when perfectly motionless, or +1 if moving. These bonuses only help when in the dark, against blind creatures, or against targets who must rely on hearing to find you.

  • Claws [Variable]: Physical Gives increased damage while punching or kicking.

  • Clinging [20]: Physical Allows you to climb at full Move across any surface without requiring a Climbing roll.

  • Compartmentalized Mind [50/level]: Mental Allows an extra Concentrate Maneuver per turn in combat. See Elf Lineage for ways to use this.

  • Constriction Attack [15]: Physical If you're Grappling a target, you may attempt to squeeze them for damage. Only rigid armor on the grappled body part protects against this damage.

  • Damage Resistance [5/level]: Physical Reduces incoming damage by 1 per level

  • Dark Vision [25]: Mental You may ignore all darkness penalties.

  • Detect [Variable]: Mental or Physical Allows you to sense specific things.

  • Discriminatory Hearing [15]: Physical +4 to any Hearing and Shadowing rolls. You can always identify someone by voice, footsteps, breathing, etc.

  • Discriminatory Smell [15]: Physical +4 to any Smell and Tracking rolls. You can always identify someone by their smell.

  • Discriminatory Taste [10]: Physical +4 to any Cooking, Poison, and any other rolls that tasting may help with.

  • Doesn't Breathe [20]: Physical Allows you to survive without oxygen, breathe underwater, or hold your breath for an increased amount of time.

  • Doesn't Eat or Drink [10]: Physical You do not require food or water to survive.

  • Doesn't Sleep [20]: Physical You do not need to sleep.

  • Duplication [35/level]: Mental or Physical You may make as many copies of yourself as you have levels of Duplication.

  • Elastic Skin [20]: Mental or Physical You may reshape your skin and facial features. Gives +4 to Disguise.

  • Enhanced Move [20/level]: Physical Each level doubles your top speed on Ground, Air, or Water. You may buy fractions of this advantage. Top speed requires moving in a straight line and time to accelerate.

  • Extended Lifespan [2/level]: Physical Doubles age of maturity and the point where effects of aging start.

  • Extra Arms [Variable]: Physical Increases the amount of arms your character has.

  • Extra Head [15/level]: Physical Increases the amount of heads your character has.

  • Extra Legs [Variable]: Physical Increases the amount of legs your character has.

  • Extra Life [25/life]: Mental If your character dies, somehow, you're able to return. Details are up to you and your GM. Recreate your character without a level of Extra Life and 25 points missing. (Example: 300 point character with Extra Life 2 dies. Becomes a 275 point character with Extra Life 1)

  • Extra Mouth [5/level]: Physical Increases the amount of mouths your character has.

  • Filter Lungs [5]: Physical You are uneffected by any respritory effects.

  • Flight [40]: Physical Fly at 2xBasic Move.

  • Growth [10/level]: Physical You may increase your Size Modifier by +1 per level.
  • Shrinking [5/level]: Physical You may decrease your Size Modifier by -1 per level.

  • Healing [30]: Mental On a successful IQ roll, you may heal a target for 2 HP/1 FP spent. Attempting to heal a target again within 24 hours of latest heal incurse a cumulative -3 penalty.
    • Crippled limbs can be healed as a IQ-6 and 2 FP (one attempt/crippled limb)
    • Diseases can be cured with an IQ with a modifier determined by the GM from +1 for the common cold to -15 for AIDS. FP cost is equal to twice the penalty, minimum 1 FP.

  • Hermaphromorph [5]: Physical Change between male, female, or sexless forms in 10 seconds.

  • Infravision [10]: Physical You can see heat in an environment. Ignore Darkness Penalties when the target emits heat. You also gain +2 on Vision rolls to spot such targets and +3 to Tracking rolls.

  • Injury Tolerance [Variable]: Physical You have reduced physiological weaknesses. Specifics can be found here.
    • Diffuse [100]
    • Homogenous [40]
    • No Blood [5]
    • No Brain [5]
    • No Eyes [5]
    • No Head [7]
    • No Neck [5]
    • No Vitals [5]
    • Unliving [20]

  • Insubstantiality [80]: Mental or Physical Become intangible.

  • Invisibility [40]: Mental or Physical You are always invisible. There are options to make it switchable.

  • Leech

  • Lifting ST [3/level]: Physical Increase effective ST by 1 per level of Lifting ST for the purposes of lifting and encumbrance.
  • Striking ST [5/level]: Physical Increase effective ST by 1 per level of Striking ST for the purposes of striking with or without a weapon.

  • Mimicry [10]: Mental You can duplicate any simple sound. You can imitate voice by studying them a little longer.

  • Mind Control [50]: Mental You can mentally dominate those you can see or touch.

  • Mind Probe [20]: Mental You can extract an answer to a specific question from someone's mind.

  • Mind Reading [30]: Mental You can eavesdrop on others' surface thoughts.

  • Mind Shield [4/level]: Mental You have a "shield" that warns you of and defends against mental attacks and attempts to read your mind or locate you.

  • Nictitating Membrane [1/level]: Physical Your eyes are protected by a clear eyelid and give +1 DR and +1 HT per level to resist eye damage.

  • Obscure [2/level]: Physical Something effects the area around you making you more difficult to perceive (vision, hearing, etc. determine when buying the advantage). Give a -1 per level of Obscure to perceive you. Unmodified, this effect goes both ways and impedes your ability to perceive others as well.

  • Parabolic Hearing [4/level]: Physical Allows you to double the distance at which you can clearly hear something.

  • Payload [1/level]: Physical Carry up to (Basic Lift x Payload Level)/10 lbs of equipment inside your body. Cannot take more than 5 levels. Can effectively conceal items unless the target is performing a very thourough body search.

  • Penetrating Vision [10/level]: Physical Allows you to see through 6 inches of material per level of Penetrating Vision as if it were clear glass.

  • Permeation [Variable]: Physical Allows you to "melt" through objects. Requires Penetrating Vision to see where you're going.

  • Possession [100]: Mental You can move your conciousness from body to body. You cannot survive without a host.

  • Racial Memory [Variable]: Mental You have access to the memories of your direct ancestors.
    • Passive [15]: You get a "feeling" of a memory when it comes up.
    • Active [40]: As above, but you also have the ability to ask your ancestors for information.

  • Recovery [10]: Physical Significantly reduce the amount of time you are unconcious.

  • Regeneration [Variable]: Physical Recover lost HP very quickly.
    • Slow [10]: Recover 1 HP every 12 hours.
    • Regular [25]: Recover 1 HP every hour.
    • Fast [50]: Recover 1 HP every minute.
    • Very Fast [100]: Recover 1 HP every second.
    • Extreme [150]: Recover 10 HP every second.

  • Regrowth [40]: Physical You can regrow lost limbs and organs.

  • See Invisible [15]: Physical You can see objects or individuals that are normally invisible.

  • Shadow Form [50]: Physical Allows you to become a 2D shadow that can slip along the walls and floors.

  • Shapeshifting [Variable]: Physical Allows you to change your form.

  • Slippery [2/level]: Physical +1 per level on all ST, DX, and Escape rolls to slip restraints, break free in Close Combat, Evade enemies, or squeeze through narrow openings.

  • Speak Underwater [5]: Physical You may effectively communicate while underwater.

  • Speak With Animals [25]: Mental Allows you to communicate with animals. Bugs will only be able to convey simple emotions, while cats and chimps should be able to hold a reasonalbly intelligent conversation.

  • Speak With Plants [15]: Mental Allows you to communicate with plants. They won't be able to give too much information outside of when they were last watered or walked on. Supernatural plants might have a bit more to say though.

  • Spines [Variable]: Physical Gives you defensive spines in strategic places.

  • Stretching [6/level]: Physical You can increase your effective SM by +1 per level of Stretching for any body part without increasing your overall SM.

  • Striker [Variable]: Physical You have a body part that can be used to strike an aimed blow.

  • Subsonic Hearing [5]: Physical You can hear very low-frequency sounds like the rumble of distant swarms, the approach of a stampeding herd, dragons, etc.

  • Subsonic Speech [10]: Physical You can speak at a very low frequency and speed. This includes Subsonic Hearing above.

  • Super Climbing [3/level]: Physical +1 Move when climbing or using the Clinging advantage.

  • Super Jump [10/level]: Physical Double the distance and height you can jump for every level of Super Jump.

  • Teeth [Variable]: Physical You have sharp teeth, a beak, or fangs.

  • Telekinesis [5/level]: Mental or Physical You may manipulate objects at a distance with an effective ST equal to your level in Telekinesis.

  • Telescopic Vision [5/level]: Physical You can ignore -1 in range penalties per level of Telescopic Vision for Vision Rolls. -2 if you take an Aim Maneuver. This also gives +1 Accuracy per level with Ranged Attacks provided you take an Aim maneuver for seconds equal to the bonus.

  • Temperature Control [5/level]: Mental or Physical You can alter the ambient temperature, heating or cooling up to 20 degrees per level of Temperature Control at 2 degrees per level per second of concentration.

  • Tunneling [30 + 5/level]: Physical You can create a tunnel in the earth at a Move equal to your level of Tunneling. Move through stone at half Move.

  • Unaging [15]: Physical You never effected by the passage of time.

  • Universal Digestion [5]: Physical You are able to consume any organic, non-toxic material.

  • Unkillable [Variable]: Physical Your characters are various levels of unkillable.

  • Vampiric Bite [30 + 5/level]: Physical Steal HP from a target at 1 HP per second per level of Vampiric Bite
  • Walk on Air [20]: Physical You can walk on air as if it were solid.

  • Walk on Liquid [15]: Physical You can walk on the surface of any liquid as if it were the ground.
Disadvantages
  • Cold-Blooded [Variable]: Physical You slow down in lower temperatures.

  • Decreased Time Rate [-100]: Mental You experience time half as fast as others. In combat, you may only act every other round.

  • Dependancy [Variable]: Physical You require regular ingestion of a substance to keep you alive and healthy.

  • Fragile [Variable]: Physical You are susceptible to wounding effects that do not apply to normal humans.
    • Brittle: If a limb is crippled, it breaks off instead.
    • Combustible: If you take a 10 or more HP of burning damage, you ignite and take 1d-1 injury per second until extinguished (at least 3 seconds of rolling on the ground)
    • Explosive: Your body contains some kind of explosive compound or gas that, when you fail a death roll by 3 or more, you explode and deal 6dx(HP/10) cr ex damage and you are reduced to -10xHP instantly.
    • Flammable: Any Major Wound can cause you to ignite. If you die while ignited, you may explode as if you were Explosive (above). You may buy Flammable and Combustible.
    • Unatural: You are summoned, conjured, or a magical construct. If reduced to -HP, you automatically fail any rolls to stay alive and the forces that animate you fail.

  • Invertebrate [-20]: Physical You have no spine, exoskeleton, or other natural body support. You have reduced Encumberance Levels, but you may squeeze through smaller openings than your size normally would allow.

  • No Fine Manipulators [Variable]: Physical Your body lacks hands and possibly limbs.

  • No Legs [Variable]: Physical You are a member of a legless race. This is not the same as the Lame Disadvantage.

  • Nocturnal [-20]: Physical You can only be active when the sun is below the horizon. This isn't just a preference for the night. As soon as dawn starts to break, you become lethargic and when the sun clears the horizon, you fall paralyzed and comatose until the sun goes down again.

  • Restricted Diet [Variable]: Physical You require a specialized food that is hard to come by. Unlike Dependency, you do not take damage if you go without. You just won't be able to eat.

  • Short Lifespan [-10/level]: Physical Halve your lifespan and maturity age for every level of Short Lifespan.

  • Unhealing [Variable]: Physical You cannot heal naturally. You don't get a daily HT roll to recover lost HP, and you cannot recuperate from crippling injuryies on your own.

  • Vulnerability [Variable]: Physical You take extra damage from a particular attack form. Wounding from Vulnerability applies multiplicatively with other wounding mulpliers (Cutting: x1.5, Vulnerability: x2, Total Wounding: x3)

  • Weakness [Variable]: Physical You suffer injury mearly by being in the presence of a particular substance or condition. Injury comes off your HP directly, regardless of your DR or defensive advantages.


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Supernatural (Dis)Advantages

Granted by either Divine or Incantation magic only. You cannot start with these unless you have an appropriate Unusual Background.
Advantages
  • Clairsentience [50]: Mental You may "displace" your senses somewhere within 10 yards (can be modified). Must Concentrate for 1 minute then make an IQ-5 roll to successfully perform. Ignore Darkness Penalties when viewing this way.

  • Destiny [Variable]: Mental Your fate is preordained. The GM (secretly) decides what your Destiny is depending on which version you choose. This can also be a Disadvantage.
    • Great Advantage [15]: You are fated to achieve greatness! Through what happens, you will be well known throughout the area! You are not, however, guaranteed to survive it.
    • Major Advantage [10]: As above, but lesser. You may be fated to die in a specific way. This makes it to where you can be maimed or greviously wounded, but you will survive until you satisfy your Destiny.
    • Minor Advantage [5]: You are fated to play a small part in a larger story, but this part will reflect to your credit.

  • Higher Purpose [5]: Mental +1 on ALL die rolls when pursuing a specific goal. Must be somewhat specific. "Defend all women" and "Slay all Demons" are appropriate. "Fight evil" or "Oppose authority figures" are too broad. You may take multiple ranks of Higher Purpose, but they do not stack(?).

  • Dominance [20]: Mental You are able to "infect" other with a supernatural condition (lycanthropy, vampirism, etc.) and are able to exert absolute control over those you infect. Once they have changed, they have Slave Mentality and they can infect people for you to control as well. If you infect more than 1 other person and plan to directly control them, you must spend points on Allies with the Minion modifier.

  • Incantation Gift [10/level]: Mental An essential advantage to perform Incantation Magic. Add your level of Incantation Gift to your Ritual Magic skill and any of the eight Path skills.

  • Magic Resistance [2/level]: Mental Subtract your level of Magic Resistance from the skill of anyone trying to cast a spell on you and add your level of Magic Resistance to the resist roll for that spell. Unmodified Magic Resistance keeps you from buying levels of Incantation Gift and Power Investiture.

  • Mana Damper [10/level]: Mental Reduce your Mana Level by 1 step per level. You cannot have any level of Incantation Gift.
  • Sanctity Damper [10/level]: Mental Reduce your Sanctity Level by 1 step per level for either all Primals, all Divines, or all Outsiders. You cannot have any level of Power Investiture for any of the set of Celestials chosen.

  • Mana Enhancer [50/level]: Mental Increase your Mana Level by 1 step per level (Maximum of 2 levels). You cannot buy any levels of Magic Resistance.
  • Sanctity Enhancer [50/level]: Mental Increase your Sanctity Level by 1 step per level for either all Primals, all Divines, or all Outsiders (Maximum of 2 levels). You cannot buy any levels of Magic Resistance.

  • Medium [10]: Mental Perceive and comunicate with spirits.

  • Oracle [15]: Mental Once per day, you may attempt to check the omens to try and guess the future.

  • Power Investiture [10/level]: Mental An essential advantage to perform Divine Magic. You must specify by Celestial you're worshipping. You may buy up to two levels without an Unusual Background. Add your level of Power Investiture to any spells you've gained from the Celestial you are worshipping.

  • Precognition [25]: Mental You recieve glimpses of future events.

  • Spirit Empathy [10]: Mental You are in tune with spirits and may interact with them as though you have Empathy (above).

  • Super Luck [100]: Mental Once per hour of play, you may dictate the result of any one die roll you make or is made for you instead of rolling the dice.

  • Terror [30 + 10/level]: Mental You can insight fear in those that can see or hear you (pick at purchase). Every level of Terror gives a -1 to the target's Will for the purposes of resisting the Fright Check.

  • Wild Talent [20/level]: Mental You have the ability to use any non-magic skill at an effective skill level of the appropriate attribute (Example: Acrobatics at DX+0, Camouflage at IQ+0) a number of times per game session equal to the Wild Talent level.
Disadvantages
  • Cursed [-75]: Mental Like Unluckiness (above) but worse. Anything that can go wrong, does go wrong for your party. It happens to you first and worst.

  • Destiny [Variable]: Mental You are Destined to have something bad happen to you or the people around you. This can also be an Advantage.

  • Divine Curse [Variable]: Mental You have gotten on the wrong side of some specific Celestial. Unfortunate cercumstances happen in a flavor that the Celestial would be able to throw at you.

  • Draining [Variable]: Physical You take 2 HP of unhealable damage at a specific time every day unless you take a dose of a specific substance of your choice.

  • Dread [Variable]: Mental You are fearful of some specific item or substance. You cannot overcome this fear and get closer to the source at all and if you are unable to put distance between you and the source, you may do nothing but cower helplessly.

  • Frightens Animals [-10]: Mental Animals react to you with fear and aggression.

  • Infectious Attack [-5]: Physical As the Dominance Advantage, but you cannot control those that you infect. If a PC wants to infect other PCs to make them more powerful creatures, the PCs being turned must pay the points to gain the supernatural template. If they don't have the points to do so, the GM may add Disadvantages like Cursed, Dread, etc. to balance out the template until they can "buy-off" the extra Disadvantages.

  • Lifebane [-10]: Mental You have a supernatural aura of death about you. Grass dies in your footprints and will never grow there again, larger plants wilt instantly in your presence, and insects and other tiny creatures die if they get within a yard of you. Others who notice this react to you at -2.

  • Magic Susceptibility [-3/level]: Mental Others who attempt to cast spells on you have a +1 to their skill for every level of Magic Susceptibility you have.

  • Revulsion [Variable]: Physical You have an incapacitating supernatural reaction to an ordinarily innocuous substance. If you touch or breathe the substance, you may end up at a penalty to all skills and attributes for a short period. Ingesting the substance gives an even worse penalty.

  • Supernatural Features [Variable]: Physical You have disturbing features that mark you as some kind of unnatural being.

  • Uncontrollable Appetite[-15*]: Mental You must consume something that you can only obtain from other sapient beings through force or guile, and you have difficulty controlling your appetites.

  • Weirdness Magnet [-15]: Mental Strange and bizarre things happen to you with alarming frequency. You are the one demons stop and chat with. Magic items with disturbing properties find their way to you. Dimensional gates sealed for centruries crack open just so that you can be bathed in the energies released or perhaps the entities on the other side invite you to tea.