Advantages

360° Vision, 25 points

You have a 360° field of vision. You have no penalty to defend against attacks from the sides or rear. You can attack foes to your sides or rear without making a Wild Swing, but you are at -2 to hit due to the clumsy angle of attack (note that some Karate techniques do not suffer this penalty). Finally, you are at +5 to detect Shadowing attempts, and are never surprised by a danger that comes from behind, unless it also is concealed from sight.   Extra eyes are merely a special effect of this trait – you can have any number of eyes, but the point cost remains the same.   Special Limitations   Easy to Hit: Your eyes are on stalks, unusually large, or otherwise more vulnerable to attack. Others can target your eyes from within their arc of vision at only -6 to hit. -20%  

Absolute Direction, 5 or 10 points

You have an excellent sense of direction. This ability comes in two levels:   Absolute Direction: You always know which way is north, and you can always retrace a path you have followed within the past month, no matter how faint or confusing. This ability does not work in environments such as interstellar space or the limbo of the astral plane, but it does work underground, underwater, and on other planets. This gives +3 to Body Sense and Navigation (Air, Land, or Sea). (Note: The navigational sense that guides migratory creatures to their destination is too crude to qualify; treat it as a 0-point feature.) 5 points.  3D Spatial Sense: As above, but works in three dimensions. This ability is useful in deep space – although it does not help you if you travel across dimensions. You get the skill bonuses given for Absolute Direction, plus +1 to Piloting and +2 to Aerobatics, Free Fall, and Navigation (Hyperspace or Space). 10 points.

Special Limitations

    Requires Signal: You rely on signals from a navigational satellite network (like Earth’s GPS) or similar system. Your ability does not function in the absence of such a system, and it can be jammed. -20%.  

Absolute Timing 2 or 5 points

You always know what time it is, with a precision equal to the best personal timepieces widely available in your culture (but never better than a few seconds). You can measure elapsed time with equal accuracy. Neither changes of time zone nor sleep interferes with this ability, and you can wake up at a predetermined time if you choose. Being knocked unconscious, hypnotized, etc. may prevent this advantage from working, and time travel will confuse you until you find out what the “new” time is. 2 points.  

Acute Senses 2 points/level

    You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all Sense rolls you make – or the GM makes for you – using that one sense.   Acute Hearing gives you a bonus to hear something, or to notice a sound (for instance, someone taking the safety off a gun in the dark). 2 points/level.   Acute Taste and Smell gives you a bonus to notice a taste or smell (for instance, poison in your drink). 2points/level.   Acute Touch gives you a bonus to detect something by touch (for instance, a concealed weapon when patting down a suspect). 2 points/level.   Acute Vision gives you a bonus to spot things visually, and whenever you do a visual search (for instance, looking for traps or footprints). 2 points/level.   With the GM’s permission, you may also buy Acute Sense advantages for specialized senses such as Scanning Sense and Vibration Sense.   You cannot usually buy Acute Senses in play – raise your Perception instead. However, if you lose a sense, the GM may allow you to spend earned points on other Acute Senses to compensate. For instance, if you are blinded, you might acquire Acute Hearing.  

Affliction 10 points/level

You have an attack that causes a baneful, nondamaging effect: blindness, paralysis, weakness, etc. This might be an ultra-tech beam weapon, a chemical spray, or almost anything else. Specify the details when you buy the advantage.     By default, Affliction is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1, although you can apply modifiers to change these statistics.   If you hit, your victim gets a HT+1 roll to resist. Apply a penalty equal to the level of the Affliction (so Affliction 1 gives an unmodified HT roll). The victim gets a bonus equal to his DR unless the Affliction has one of the following modifiers: Blood Agent, Contact Agent, Cosmic, Follow-Up, Malediction, Respiratory Agent or Sense-Based. To reduce the effects of DR, add the Armor Divisor enhancement. The victim gets a further +3 if he is beyond 1/2D range.   If the victim makes his HT roll, he is unaffected. If he fails, he suffers the effects of the Affliction. By default, he is stunned (see p. 420). He may roll vs. HT+1 once per second to recover, but once again at a penalty equal to the level of the Affliction (DR has no effect on this roll).   If your Affliction causes an effect other than stunning, this is a special enhancement (see below). You can inflict more than one effect by giving your Affliction multiple special enhancements. These effects occur simultaneously, except where noted.   Successive Afflictions that produce the same effects are not normally cumulative. Use the single worst effect. Use the special enhancements below to create specific Afflictions.   Many Attack Enhancements and Limitations are also logical. For instance, a blinding flash is Sense Based; most drugs have Follow-Up, Blood Agent, or Contact Agent; and touch attacks call for Melee Attack. If an Affliction produces two or more effects due to the special enhancements below, some of these effects may be secondary. Secondary effects occur only if the victim fails his HT roll by 5 or more or rolls a critical failure. A secondary effect is worth 1/5 as much; e.g., Secondary Heart Attack is +60% rather than +300%. Once you have chosen all the mod ifiers on your Affliction, describe the nature of the attack as detailed for Innate Attack.  

Special Enhancements

Advantage: The victim immediately experiences the effects of a specific physical or mental advantage. Advantages with instantaneous effects affect the target once, as soon as he is hit, if he fails his HT roll; e.g., Warp immediately teleports the subject. Advantages that can be switched on and off (such as Insubstantiality) are automatically “on” for one minute per point by which the victim fails his HT roll, and are not under the subject’s control. This is worth +10% per point the advantage is worth; e.g., Insubstantiality would be +800%! If the advantage comes in levels, specify the level.   Attribute Penalty: The victim suffers temporary attribute loss. This is +5% per -1 to ST or HT, or +10% per -1 to DX or IQ. For instance, an attack that caused DX-3 and IQ-2 would be +50%. Lower all skills based on reduced Attributes by a like amount. ST penal ties also reduce BL and damage, while IQ reductions also apply to Will and Perception. Secondary characteristics are not otherwise affected; for instance, HT reduction does not affect Basic Speed or FP. Penalties last for one minute per point by which the victim fails his HT roll.   Coma: The victim collapses, profoundly unconscious, and will likely die in days unless treated. +250%.   Cumulative: Repeated attacks are cumulative! You must take this in conjunction with Attribute Penalty, or with an Advantage, Disadvantage, or Negated Advantage Enhancement that inflicts a “leveled” trait. +400%.   Disadvantage: The victim tem porarily gains one or more specific physical or mental Disadvantages (but not self-imposed mental disadvantages). This is worth +1% per point the temporary Disadvantages are worth; e.g., Paranoia [-10] is worth +10%. If a disadvantage comes in levels, specify the level. The Disadvantages last for one minute per point by which the victim fails his HT roll.   Heart Attack: The victim suffers an incapacitating heart attack, and will die in minutes unless treated. +300%.   Incapacitation: The victim is incapacitated for a number of minutes equal to the margin of failure on his HT roll. After that, he is stunned until he can make a HT roll (roll once per second). If you combine Incapacitation with other effects (such as Irritant), those effects occur after the Incapacitation wears off; they replace the stunning and last for the same length of time the Incapacitation did. Incapacitation can take the form of any of the following: Daze, +50%; Hallucinating, +50%; Retching, +50%; Agony, +100%; Choking, +100%; Ecstasy, +100%; Seizure, +100%; Paralysis, +150%; Sleep, +150%; or Unconsciousness, +200%. Irritant: The victim suffers an impairing but non-incapacitating condition instead of being stunned. It lasts for a number of minutes equal to the margin of failure on his HT roll. The possibilities are Tipsy +10%; Coughing, +20%; Drunk, +20%; Moderate Pain, +20%; Euphoria, +30%; Nauseated, +30%; Severe Pain, +40%; or Terrible Pain, +60%. For definitions.   Negated Advantage: The victim loses a specific advantage for one minute per point by which he failed his HT roll. There is no effect if the victim lacks that advantage! This enhancement is worth +1% per point the advantage is worth. If the advantage comes in levels, you must specify the level negated.   Stunning: May only accompany Advantage, Attribute Penalty, Disadvantage, or Negated Advantage. If the victim fails to resist, he is stunned (per an unmodified Affliction) in addition to the effects of the other enhancement(s). +10%  

Allies

In a science fiction campaign setting, many heroes have partners—loyal comrades, dependable crewmates, trusted colleagues, or lifelong friends—who accompany them on missions and adventures. These partners are known as "Allies." While the other members of your team can be considered "allies" in a sense, they often cannot be relied upon fully. These individuals may be chance acquaintances, first encountered at a spaceport bar only hours ago, and they may have their own hidden agendas, ethics, and motivations that do not necessarily align with yours.   An NPC Ally, on the other hand, is entirely dependable. Perhaps you served together in a long conflict, trained under the same command, or grew up in the same colony. The two of you trust each other implicitly, traveling together, fighting side by side, sharing resources during tough times, and rotating watch duties on long journeys. While your Ally generally agrees with your decisions, he is not under your control. He will sometimes disagree with you and may try to dissuade you from pursuing a plan he considers unwise. If he cannot change your mind, he might refuse to cooperate. An Ally might even cause trouble for you, such as instigating conflicts, getting detained by authorities, or offending influential figures. Nevertheless, your Ally will also attempt to help you when you make mistakes.     The Game Master (GM) will not award you bonus character points for any session in which you betray, attack, or unnecessarily endanger your Ally. Blatant, prolonged, or severe betrayal will break the trust between you, causing your Ally to leave permanently. If this happens, the points you spent on the Ally are lost, reducing your character's point value. Leading your Ally into danger is acceptable as long as you face the same risks and act as a responsible leader.     The point cost for an Ally depends on his capabilities and how often he is available to assist you. Only player characters (PCs) who take NPCs as Allies need to spend points for the privilege. Two PCs can be mutual "allies" at no cost, as can two NPCs—NPCs never pay points to have PCs as Allies. An Ally is specifically a skilled NPC associate designed to support one PC.      
Point TotalCost
25% 1 points
50% 2 points
75% 3 points
100% 5 points
150% 10 points
    To determine the cost of an Ally, refer to a table that correlates the Ally's point total with a percentage of the PC's starting points. If the Ally's point total falls between two percentages, use the higher value. Allies built on more than 150% of the PC's starting points are not allowed; such NPCs should be treated as Patrons. However, this progression extends indefinitely for non-sentient (IQ 0) Allies, with each additional 50% of the PC's starting points costing an additional 5 points. Allies built on no more than 100% of the PC's starting points may also be Dependents. In such cases, add the cost of the Ally and the Dependent together, treating the combination as a single trait—an advantage if the total point cost is positive, and a disadvantage if it is negative.     You can purchase as many Allies as your character can afford. While each Ally is normally a separate advantage, you can treat a group of related Allies as a single trait to save space on your character sheet. For a group of individuals with their own unique abilities and character sheets, add the costs of the individual Allies to find the cost of the group, adjust the total cost for frequency of appearance, and then apply any special modifiers.   For a group of more than five identical and interchangeable allies that share a single character sheet, such as a squad of combat drones or a crew of cloned soldiers, determine the cost for one member of the group as an Ally, then multiply that cost as follows: add x6 to the multiplier per tenfold increase in number (e.g., 100,000 Allies would be x30). The GM may require an Unusual Background if you wish to have large numbers of Allies or even prohibit groups larger than a certain Size, although he might permit an army or other large group as a Patron. Frequency of appearance multipliers and special modifiers (if any) apply to the final cost of the entire group.      
Size of GroupMultiplier
6-10 x6
11-20 x8
21-50 x10
51-100 x12
As with Dependents, the GM will adjust your Ally's abilities to keep his point total a fixed percentage of your own as you earn points, maintaining his value as an advantage. The GM decides how the Ally evolves, although he may ask for your input. If your Ally dies through no fault of your own, the GM will not penalize you, and you may allocate the points spent on the deceased Ally toward a new Ally. The new relationship should normally develop gradually, but the GM might allow an NPC to become an Ally immediately if you have done something to earn their loyalty, such as saving their life. This is especially appropriate in cultures where honor and debts are taken seriously.     There is no penalty for parting ways with your Ally on good terms. You may use the points spent on him to acquire a new Ally met during play. At the GM's discretion, you may also convert any remaining points into resources or credits, reflecting parting gifts.   Several enhancements can be applied to Allies. For example, the Minion enhancement means your Ally continues to serve you regardless of how well you treat him, due to programming, fear, awe, or a lack of self-awareness. Examples include robots, androids, or other entities bound by strict protocols. You are free from the usual obligation to treat your Ally well, though mistreatment might result in a malfunction or other issues. Special Abilities grant your Ally power that exceeds his point value, such as political influence, access to advanced technology, or specialized equipment. Summonable Allies can be called upon instead of rolling for their appearance at the start of an adventure. The Sympathy enhancement links your well-being to your Ally’s, so that when one of you is incapacitated, the other is as well. Lastly, the Unwilling enhancement applies to Allies obtained through coercion, such as blackmail or forced servitude, reducing their reliability but also lowering their cost.   Minion: Does not increase the cost of an Ally if the Minion has an IQ of 0 or is programmed with a subservient mentality. In these cases, the benefits of total loyalty are offset by the need for close supervision. However, if the Minion lacks these limitations, the cost of the Ally increases by 50%. The Special Abilities enhancement is applicable when your Ally possesses power that is disproportionate to their point value. This could involve having significant political influence, access to advanced technology, or equipment from a more advanced tech level than your own. It’s important not to apply this enhancement simply because your Ally has uncommon abilities; if their powers are particularly rare or exotic, you'll likely be paying extra due to the need for an Unusual Background, which raises the Ally's point total and, consequently, their value. This enhancement adds 50% to the Ally's cost.     Sympathy: Means that your health and well-being are directly linked to your Ally's. If you are incapacitated, your Ally is similarly affected, and vice versa. This makes it critical to ensure your Ally's safety. If the death of one party reduces the other to 0 HP, the cost is reduced by 25%. If the death of one party automatically kills the other, the reduction is 50%. If your wounds affect your Ally but their wounds do not affect you, these reductions decrease to 5% and 10%, respectively.   Unwilling: Applies to an Ally who has been coerced into serving you, such as through blackmail or forced loyalty protocols. While you are not required to treat this Ally as well as you would a willing companion, their hatred for you reduces their reliability. If you put an Unwilling Ally in danger or order them to do something they find particularly unpleasant, they may rebel if the consequences of disobedience seem less severe than those of compliance. Should your Ally rebel, they will leave, and you will lose the points spent on them. This enhancement reduces the Ally's cost by 50%.

Altered Time Rate 100 points/level

Your rate of time perception is faster than that of a normal human. The first level of this advantage lets you experience time twice as fast as a normal – that is, you experience two subjective seconds for each real second that passes. Each level past the first increases this ratio by one: three times as fast at level 2, four times as fast at level 3, and so on.   Each level of Altered Time Rate lets you take one additional maneuver on your turn in combat, allowing you to cast spells quickly by taking multiple Concentrate maneuvers, run very fast by taking multiple Move maneuvers, etc. Your turn doesn’t come any soon er, however! This advantage affects how fast you move when you react, but not how quickly you react in the first place.   Out of combat, Altered Time Rate allows you the luxury of extensive planning, even in crisis situations, as everything seems to happen in slow motion. You may always attempt a Sense roll, or an IQ-based skill roll to make plans or recall information (GM’s decision), at no penalty to additional actions   In order to do anything that depends on someone else’s reactions, you must deliberately “slow down” and function at his speed. This applies both when making a Feint in combat and when making an Influence roll out of combat. For instance, if you choose to Feint, that is all you can do on your turn – you cannot take extra actions. (On the other hand, you could make an All-Out Attack followed by an Attack in order to beat down his defenses through sheer blinding speed!)    

Alternate Identity 5 or 15 points per identity

You have multiple, seemingly legal identities. Each time you purchase this trait, your fingerprints (or other biometrics used to verify identity in your world) are registered under another name, and you have an extra set of identity documents (birth certificate, Licenses, passport, etc.) good enough to pass close inspection. These identities may also have valid credit cards and bank accounts, but you must supply the money – additional wealth is not included in the package!   If an intelligence or law-enforce ment agency attempts to identify you with no clue as to your name – for instance, using biometrics or photo analysis – there is an equal chance for each of your identities to come up. The search will stop . . . unless they have reason to believe you are a ringer. If the search continues, your other identities will eventually surface, and you will be unmasked. Once a govern ment agency determines who you really are, your Alternate Identities are lost for good.  

There are two types of Alternate Identity

  Legal: Some spies and undercover policemen – and even supers, in set tings where they are backed by the government – may have a legal Alternate Identity. This requires at least 10 points in Legal Enforcement Powers, Legal Immunity, Police Rank, Security Clearance, etc.; the GM sets the precise prerequisites. 5 points.   Illegal: A Criminal or foreign Agent may have an illegal Alternate Identity. This has the advantage of being completely unknown when you first start out, and of course it cannot be revoked by the government. On the other hand, should it ever be discovered, you will face a stiff fine, a jail sentence, or execution, depending on the time and place. 15 points  

Ambidexterity 5 points

You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand. Note that this does not allow you to take extra actions in combat – that’s Extra Attack. Should some accident befall one of your arms or hands, assume it is the left one.  

Amphibious 10 points

You are well-adapted to movement in the water. You do not suffer skill penalties for working underwater, and you can swim at your full Basic Move. You still require air (but see Doesn’t Breathe). Typical features include smooth, seal-like skin and webbed fingers and toes. If you can move only in the water, take the Aquatic disadvantage instead.  

Animal Empathy 5 points

You are unusually talented at read ing the motivations of animals. When you meet an animal, the GM rolls against your IQ and tells you what you “feel.” This reveals the beast’s emotional state – friendly, frightened, hostile, hungry, etc. – and whether it is under supernatural control. You may also use your Influence skills on animals just as you would on sapient beings, which usually ensures a positive reaction. This ability frequently accompanies some level of Animal Friend (see Talent), and often Sense of Duty (Animals) or Vow (Vegetarianism).  

Appearance

See "Appearance" under Attributes.  

Arm DX 12 or 16 points per +1 DX

Some of your arms have extra DX relative to the DX of your body. This DX applies only to things done with those arms or hands. It does not affect Basic Speed! If a task requires two or more hands, and they don’t have the same DX, use the lowest DX. Combat skills rely on bodily DX, and do not benefit from this DX at all.   Arm DX costs 12 points per +1 DX for one arm and 16 points per +1 DX for two arms. To raise the DX of three or more arms, buy up overall DX. If you bought your DX with the No Fine Manipulators limitation, apply this limitation to Arm DX as well.  

Arm ST 3, 5, or 8 points per +1 ST

Some of your arms have extra ST relative to the ST of your body. This ST applies only to efforts to lift, throw, or attack with those arms or hands. It does not affect HP or overall Basic Lift! If a task requires multiple hands, and they don’t have the same ST, use the average ST. Arm ST costs 3 points per +1 ST for one arm, 5 points per +1 ST for two arms, and 8 points per +1 ST for three arms. To raise the ST of four or more arms, buy up overall ST. If you bought your ST with the No Fine Manipulators or Size limitations, apply the same limitation(s) to Arm ST.  

Binding 2 points/level

You have an attack that can hold your target in place. Specify how this works when you buy the advantage: entangling your victim in vines, tying him up with webs, freezing him inside a block of ice, turning the ground to quicksand beneath his feet, etc. Binding is a ranged attack with 1/2D –, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. You can add modifiers to change these statistics.   On a hit, your victim is grappled and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to your Binding level, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST. To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of your Binding. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Binding. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Binding take no penalty, but risk hitting the victim on a miss.   The Binding has DR equal to 1/3 your level (rounded down). Each point of damage reduces ST by one. At ST 0, the Binding is destroyed and t he victim is freed. To simulate vines, webs, and so forth, add one or more of Area Effect, Persistent, and Wall – and possibly some of the special modifiers below.  

Special Enhancements

Engulfing: Your attack pins the target. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the Binding with an Innate Attack, or to try to break free using ST (not Escape skill). If he tries to break free and fails, he is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he becomes so entangled that he can not escape on his own! +60%.   Only Damaged By X: Only specific damage types can damage your Binding. +30% for one of burning, corrosion, crushing, or cutting; +20% for any two; +10% for any three. Sticky: Your Binding is treated as Persistent, but only affects those who actually touch the original target of your attack. +20%.   Unbreakable: Your Binding cannot be destroyed. The only way to escape is to break free. +40%.  

Special Limitations

Environmental: Your Binding manipulates an existing condition or object in the environment, and won’t work in its absence. This is worth from -20% (victim must be touching the ground) to -40% (victim must be standing in dense vegetation), at the GM’s option.   One-Shot: You cannot layer your Binding to increase its ST. -10%

Brachiator 5 points

You can travel by swinging on vines, tree branches, ropes, chandeliers, etc. You get +2 to Climbing skill, and can move at half your Basic Move while brachiating.  

Breath-Holding 2 points/level

You are adept at holding your breath. Each level doubles the length of time you can do so.  

Catfall 10 points

You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall. To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.  

Chameleon 5 points/level

You can change your surface pattern to blend into your surroundings. In any situation where being seen is a factor, you get +2 per level to Stealth skill when perfectly still, or +1 per level if moving. Clothing reduces this bonus to +1 per level when you are motionless, with no bonus if you are moving (unless the clothing is Bioplas with the Active Camouflage attachment or, in the GM’s opinion, camouflaged relative to your current environment).   Chameleon does not normally help in the dark or against someone relying upon senses other than sight. However, you can specify that your ability is effective against a particular visual or scanning sense (e.g., Infravision or Radar) instead of normal vision.

Special Enhancements

Extended: Your ability affects more than one visual or scanning sense. Each sense beyond the first is +20%.  

Special Limitations

Always On: You cannot turn this ability off. Strangers react at -1; the flickering effect is irritating. -10%  

Charisma 5 points/level

You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independ ent of these things. Each level gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc. +1 to Influence rolls and +1 to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your Charisma does not affect members of extremely alien races.  

Claim to Hospitality 1 to 10 points

You belong to a social group that encourages its members to assist one another. When you are away from home, you may call on other members of this group for food, shelter, and basic aid.   The point cost depends on the extent and wealth of the group. A single friend with a house in another city is worth 1 point; a small family, 2 points; a society of merchants along an important trade route, 5 points; and a vast alliance of wealthy figures, such as “every merchant in the world,” 10 points. In the appropriate situation, members of the group should be easy to find (14 or less after 1d-1 hours of searching), but the chance of meeting one at random is small (6 or less to meet one in a small crowd in an appropriate place).   Claim to Hospitality mainly saves the cost and trouble of finding lodging while “on the road” (although if you are wealthy, you might be expect ed to give gifts to your hosts), but there are side benefits. Members of the group are friendly to each other (+3 reactions), and may provide advice, introductions, and small loans, if asked. The level of assistance might occasionally approach that of Contacts. If you expect any thing more, though, buy Allies or Patrons.   This advantage cuts both ways. If you take it, you can be asked, when at home (at the GM’s whim), to provide NPCs with exactly the same sort of hospitality you claim while away. This may become an adventure hook! If you refuse such aid, you will eventual ly get a bad name and lose this advantage.  

Clairsentience 45 points

You can displace all of your ranged senses (for humans: sight, hearing, and smell) to a point outside your body. This “viewpoint” must be a specific location within 10 yards. You can modify this range with Increased Range or Reduced Range. You can double your range temporarily by spending 2 FP per minute.   This is usually part of a cybernetic (Or in the case of AI a trait of digital mind) in combination with a drone camera of some kind. Alternatively, it may be part of the ESP Power  

Claws

You have claws. This advantage modifies all your hands and feet; there is no discount for claws on only some of your limbs. There are several variations:   Blunt Claws: Very short claws, like those of a dog. Add +1 per die to the damage you inflict with a punch or kick; e.g., 2d-3 becomes 2d-1. 3 points.   Hooves: Hard hooves, like those of a horse. Add +1 per die to the damage you inflict with a kick, and give your feet (only) +1 DR. 3 points.   Sharp Claws: Short claws, like those of a cat. Change the damage you inflict with a punch or kick from crushing to cutting. 5 points.   Talons: Longer claws – up to 12” long. Change the damage you inflict with a punch or kick from crushing to your choice of cutting or impaling (choose before you roll to hit). 8 points.   Long Talons: Huge claws, like sword blades extending from your body! Treat these as Talons, but damage is +1 per die. 11 points.  

Clerical Investment 5 points

You are an ordained Priest of a recognized religion. You enjoy a number of privileges that a layman lacks, notably the authority to preside over weddings, funerals, and similar ceremonies. This gives you a +1 reaction bonus from co-religionists and those who respect your faith, and entitles you to use a title – Father, Sister, Rabbi, etc. Remember that not all clerics are “good”! Aka’Ar, high Priest of the unholy Cult of Set, is also a vested Priest. The blessings and marriages he performs are as meaningful to his followers as those of a vicar are to his parish. And – if Set so wills – Aka’Ar can perform exorcisms as potent as those of a Christian Priest, if not more so. After all, Aka’Ar has a better working knowledge of demons . . . Clerical Investment is purely social in nature.   It does not confer miraculous powers. Clerical Investment includes Religious Rank 0. If you want more influence within your church, buy up your Rank.  

Clinging 20 points

You can walk or crawl on walls and ceilings. You can stop at any point and stick to the surface without fear of falling. Neither feat requires a roll against Climbing skill, provided the surface is one you can cling to. Move while clinging is half your Basic Move. If you are falling and try to grab a vertical surface to break your fall, the GM must first decide whether there is anything in reach. If there is, make a DX roll to touch the surface, and then make a ST roll at -1 per 5 yards already fallen. If you succeed, you stop your fall. Otherwise, you continue to fall – but you may subtract 5 yards from the height of the fall thanks to the slowing effect of the failed Clinging attempt. Variations in gravity affect these distances; e.g., in 0.5G, the ST roll would be at -1 per 10 yards.

Special Limitations

Specific: You can only cling to a particular substance. Common materials, such as brick, metal, rock, or wood, are -40%; uncommon materials, such as adobe, ice, or rubber, are-60%; absurd materials, such as chocolate, are -80%.  

Combat Reflexes 15 points

You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls (see Defending), +1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader. For details, see Surprise Attacks and Initiative.   Combat Reflexes is included in Enhanced Time Sense. If you have ETS, you cannot also take Combat Reflexes.  

Common Sense 10 points

Any time you start to do something the GM feels is STUPID, he will roll against your IQ. A successful roll means he must warn you: “Hadn’t you better think about that?” This advantage lets an impulsive player take the part of a thoughtful character.  

Compartmentalized Mind 50 points/level

Your mental coordination gives you, in effect, more than one mind. Each mind – or “compartment” – functions independently and at full capability. Your compartments are identical, but hypnotism, magic, Psionics, and the like affect them separately (e.g., one compartment could be hypnotized without affecting any of the others). This advantage does not allow your body to perform more than one task. A normal character may select one maneuver on his turn in combat. This may be physical or mental. Each level of Compartmentalized Mind adds one extra mental maneuver to this allotment. For instance, Compartmentalized Mind 1 would let you per form one mental maneuver and one physical maneuver (e.g., Concentrate on a spell and Attack) or two mental maneuvers (e.g., Concentrate on two spells), but never more than one physical maneuver – for that, see Extra Attack. If one compartment is under external influence, roll a Quick Contest of Will to see whether it gains control of the body. The compartment currently in control of the body rolls at +1.   Battling compartments may attempt to use mental powers on each other. Treat them as completely separate minds for this purpose, each with your IQ, Will, and mental abilities (such as Mind Shield). Two variations on this advantage are available for vehicles built as characters:   Controls: Each level buys one set of controls. Controls let an operator per form his own physical or mental maneuvers using your abilities (e.g., Innate Attack or Radar), as per the rules for vehicular combat. The operator directs all actions of an IQ 0 vehicle with this advantage. Physical limits still apply; for instance, a vehicle can make no more attacks than it has ready weapons. Resolve conflicts between operators by rolling a Quick Contest of vehicle operation skill. 25 points/level.   Dedicated Controls: As Controls, but each set of controls handles a specific task; e.g., “tail gunner.” The person manning them can’t operate anything else. 10 points/level.  

Constriction Attack 15 points

  Your musculature is optimized for crushing your opponents – whether by “hugging” like a bear or constricting like a python. To use this ability, you must first successfully grapple your intended victim, whose Size Modifier cannot exceed your own. On your next turn, and each successive turn, roll a Quick Contest: your ST vs. your victim’s ST or HT, whichever is higher. If you win, your victim takes damage equal to your margin of victory; otherwise, he takes no damage.  

Contact Group

You have a network of Contacts (see Contacts, below) placed through out a particular organization or social stratum. You must specify a corporation, Criminal syndicate, military unit, police department, or similar organization, or the underworld, merchants, upper class, etc. of one particular town. Broader Contact Groups are not allowed.   You may request information from a Contact Group exactly as you would an individual Contact, using the same rules for frequency of appearance, effective skill, and reliability. The difference is that a Contact Group’s effective skill reflects ability at an entire category of skills – e.g., “business skills” if your Contact Group is a corporation, or “military skills” if your Contact Group is a military unit – as opposed to one specific skill. You must define this area of knowledge when you purchase the Contact Group, and it must be appropriate to the organization. The GM rolls against the group’s effective skill when you request any information that it could reasonably provide. However, this is an abstract success roll, not a roll against a specific skill. For instance, a police Contact Group could provide ballistics comparisons, Criminal profiles, legal advice, police records, and introductions to criminals. It would not specifically use Forensics, Criminology, Law, Administration, or Streetwise skills for this, but the information provided might be appropriate to any of these “police skills.”   To determine the point cost of a Contact Group, select its effective skill, frequency of appearance, and reliability level just as you would for a simple Contact, then multiply the resulting cost by 5.  

Contacts

  You have an associate who provides you with useful information, or who does small (pick any two of “quick,” “nonhazardous,” and “inexpensive”) favors for you. The point value of a Contact is based on the skill he uses to assist you, the frequency with which he provides information or favors, and his reliability as a person.

Effective Skill of Contact

First, decide on the type of Contact you have. He might be anything from a wino in the right gutter to a head of state, depending on your background. What is important is that he has access to information, knows you, and is likely to react favorably. (Of course, offering cash or favors is never a bad idea; the GM will set the Contact’s “price.”)   Next, choose the useful skill your Contact provides. This skill must match the Contact’s background; e.g., Finance for a banker or Forensics for a lab technician. Since the GM rolls against this skill when you request aid from your Contact, you should select a skill that can provide the results you expect. If you want ballistics comparisons, take a Contact with Forensics, not Finance!   After that, select an effective skill level. This reflects the Contact’s connections, other skills, Status, etc. It need not be his actual skill level (the GM will set this, if it matters). For instance, the president of a local steel mill might have business-related skills of 12-14, but his effective skill might be 18 because of his position in the company. This skill level determines the Contact’s base cost:  
Effective SkillBase Cost
12 1 point
15 2 points
18 3 points
21 4 points
 

Frequency of Appearance

Select a frequency of appearance, as explained under Frequency of Appearance, and apply its multiplier to the base cost of the Contact. When you wish to reach your Contact, the GM rolls against his frequency of appearance. On a failure, the Contact is busy or cannot be located that day. On a 17 or 18, the Contact cannot be reached for the entire adventure! On a success, the GM will roll against the Contact’s effective skill once per piece of information or minor favor you request.   No Contact may be reached more than once per day, even if several PCs share the same Contact. If you have several questions to ask, you should have them all in mind when you first reach your Contact. The Contact answers the first question at his full effective skill. Each subsequent question is at a cumulative -2.   Don’t overuse your Contacts! A Contact can never supply information outside his area of knowledge. Use common sense. Likewise, the GM must not allow a Contact to give information that short-circuits an important part of the adventure.   You must explain how you normally get in touch with your Contact. Regardless of frequency of appearance, you cannot reach your Contact if those channels are closed.

Reliability

Contacts are not guaranteed to be truthful. Reliability multiplies the Contact’s point cost as follows:   Completely Reliable: Even on a critical failure on his effective skill roll, the Contact’s worst response will be “I don’t know.” On an ordinary failure, he can find information in 1d days. x3.   Usually Reliable: On a critical failure, the Contact lies. On any other failure, he doesn’t know now, “. . . but check back in (1d) days.” Roll again at that time; a failure then means he can’t find out at all. x2.   Somewhat Reliable: On a failure, the Contact doesn’t know and can’t find out. On a critical failure, he lies and on a natural 18, he lets the opposition or authorities (as appropriate) know who is asking questions. x1.   Unreliable: Reduce effective skill by 2. On any failure, he lies; on a critical failure, he notifies the enemy. x1/2 (round up; minimum final cost is 1 point).  

Money Talks

Bribery, whether cash or favors, motivates a Contact and increases his reliability level. Once reliability reach es “usually reliable,” further levels of increase go to effective skill; bribery cannot make anyone completely reliable!   A cash bribe should be about equivalent to one day’s income for a +1 bonus, one week’s income for +2, one month’s for +3, and one year’s for +4. Favors should be of equivalent worth, and should always be some thing that you actually play out in the game.   The bribe must also be appropriate to the Contact. A diplomat would be insulted by a cash bribe, but might welcome an introduction into the right social circle. A Criminal might ask for cash but settle for favors that could get you in trouble. A police detective or wealthy executive might simply want you to “owe him one” for later . . . which could set off a whole new adventure, some where down the road.  

Contacts in Play

You may add new Contacts in play, provided you can come up with a good in-game justification. The GM might even turn an existing NPC into a Contact for one or more PCs – possibly in lieu of character points for the adventure in which the PCs developed the NPC as a Contact. For instance, the reward for an adventure in which the party helped solve a bank robbery might be a knowledge able, reliable police Contact.  

Cultural Adaptability 10 or 20 points

  You are familiar with a broad spectrum of cultures. When dealing with those cultures, you never suffer the -3 “cultural unfamiliarity” penalty given under Culture. This is definitely a cinematic ability! Point cost depends on the scope of your familiarity:   Cultural Adaptability: You are familiar with all cultures of your race. 10 points.   Xeno-Adaptability: You are familiar with all cultures in your game world, regardless of race. 20 points.  

Cybernetics

Treat most cybernetic implants as equivalent advantages: Infravision for a bionic eye, Damage Resistance for dermal armor, etc. Some implants may qualify for the Temporary Disadvantage limitation; suit able temporary Disadvantages include Electrical and Maintenance. These apply to the implant, not to your overall capabilities.    

Damage Resistance 5 points/level

  Your body itself has a Damage Resistance score. Subtract this from the damage done by any physical or energy attack after the DR of artificial armor (you can normally wear armor over natural DR) but before multiply ing the injury for damage type. By default, natural DR does not protect your eyes (or windows, if you are a vehicle) or help against purely mental attacks, such as telepathy.   Normal humans cannot purchase DR at all without some kind of mutation or cybernetic enhancement. Creatures with natural armor can buy DR 1 to 5. Thick skin or a pelt would be DR 1; pig hide, armadillo shell, a heavy pelt, or scales like those of a lizard would be DR 2; rhinoceros hide or a pangolin’s armor plates would be DR 3; alligator scales or elephant hide would be DR 4; and a giant tortoise would have DR 5. Robots, supers, supernatural entities, etc. can purchase any amount of DR, subject to GM approval. Many special modifiers are available to change the basic assumptions of this advantage.  

Special Enhancements

Absorption: You can absorb damage and use it to enhance your abilities. Each point of DR stops one point of damage and turns it into one character point that you can use to improve traits (anything but skills) temporarily. You store these points in a “battery” with capacity equal to DR (e.g., DR 10 gives a 10-point battery). Once this battery is full, each point of DR will still stop one point of damage, but will not convert it into a character point. You do not have to use stored points immediately, but you cannot reallocate points once used. You lose absorbed points unused ones first – at the rate of one point per second. You lose enhanced abilities as the points drain away. +80% if absorbed points can only enhance one trait (determined when you create your character) or can only heal; +100% if you can raise any trait.   Force Field: Your DR takes the form of a field projected a short distance from your body. This protects your entire body – including your eyes – as well as anything you are carrying, and reduces the damage from attacks before armor DR. Effects that rely on touch (such as many magic spells) only affect you if carried by an attack that does enough damage to pierce your DR. +20%.   Hardened: Each level of Hardened reduces the armor divisor of an attack by one step. These steps are, in order: “ignores DR,” 100, 10, 5, 3, 2, and 1 (no divisor). +20% per level.  

Special Limitations

Ablative: Your DR stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. 80). Use this to represent supers who can absorb massive punishment but who lack the mass to justify a large HP score.-80%.   Can’t Wear Armor: Your body is designed in such a way that you cannot or will not wear body armor or clothing. -40%.   Directional: Your DR only protects against attacks from one direction.-20% for the front (F -40% for the back (B), right (R), left (L), top (T), or underside (U). Humanoids may only take this limitation for front and back.   Flexible: Your DR is not rigid. This leaves you vulnerable to blunt trauma. -20%.   Limited: Your DR applies only to certain attack forms or damage types. When you buy Damage Resistance – or any advantage that protects against damage (as opposed to nondamaging effects) – you may specify that it is only effective against certain damage types. This is a limitation that reduces the cost of the advantage. Attacks fall into four rarity classes for this purpose:   Very Common: An extremely broad category of damage that you are likely to encounter in almost any setting. Examples: ranged attacks, melee attacks, physical attacks (from any material substance), energy attacks (e.g., beam weapons, electricity, fire, heat and cold, and sound), or all damage with a specified advantage origin (psionics, etc.). -20%.   Common: A broad category of damage. Examples: a standard damage type (one of burning, corrosion, crushing, cutting, impaling, piercing, or toxic), a com monly encountered class of substances (e.g., metal, stone, water, wood, or flesh), a threat encountered in nature and produced by exotic powers or technology (e.g., acid, cold, electricity, or heat/fire), or a refinement of a “Very Common” category (e.g., magical energy).-40%. Occasional: A fairly specific category of damage. Examples: a common substance (e.g., steel or lead), any one specific class of damage that is usually produced only by exotic abilities or technology (e.g., particle beams, lasers, disintegrators, or shaped charges), or a refinement of a “Common” category (e.g., magical electricity, piercing metal). -60%.   Rare: An extremely narrow category of damage. Examples: charged particle beams, dragon’s fire, piercing lead, ultraviolet lasers, or an uncommon substance (e.g., silver or blessed weapons). -80%.   Unless specified otherwise, limited DR works only against direct effects. If you are levitated using magic and then dropped, the damage is from the fall; “DR vs. magic” would not protect. If a magic sword struck you, “DR vs. magic” would only protect against the magical component of its damage. Similarly, “DR vs. trolls” would not help against a boulder hurled by a troll – the damage is from a boulder, not a troll. Be sure to work out such details with the GM before setting the value of the limitation. If the GM feels that a quality would never directly influence damage, he need not allow it as a limitation!   Partial: Your DR only protects a specific hit location. This is worth-10% per -1 penalty to hit that body part. For instance, an animal with butting horns and a thick skull might have “Skull only,” for-70%. “Torso only” is -10%, and also protects the vital organs. When you take this limitation for arms, legs, hands, or feet, the DR protects all limbs of that type. If it only protects one limb, the limitation value doubles (e.g., arms are -2 to hit, so a single arm would be -40%). If you have arms, legs, etc. with different penal ties, use the least severe penalty to calculate limitation value.   Semi-Ablative: When an attack strikes semi-ablative DR, every 10 points of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. Lost DR “heals” as for Ablative (and you cannot combine the two). -20%.   Tough Skin: By default, Damage Resistance is “hard”: armor plate, chitin, etc. With this limitation, your DR is merely tough skin. Any effect that requires a scratch (e.g., poison) or skin contact (e.g., electrical shock or Pressure Points skill) affects you if the attack carrying it penetrates the DR of any armor you are wearing even if it does exactly 0 damage! Your natural DR, being living tissue, provides no protection at all against such attacks. This limitation includes all the effects of the Flexible limitation (see above you cannot take both. It is mutually incompatible with Force Field. -40%.  

Layered Defenses

You may have multiple “layers” of DR with different combinations of modifiers. You must specify the order of the layers – from outermost to innermost – when you create your character. You may not change this order once set.  

Danger Sense 15 points

  You can’t depend on it, but some times you get this prickly feeling right at the back of your neck, and you know something’s wrong . . . If you have Danger Sense, the GM rolls once against your Perception, secret ly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger.   Danger Sense is included in Precognition; if you have the latter trait, you cannot also have Danger Sense.  

Special Limitations

ESP: Your ability is part of the ESP psi power. -10%.  

Daredevil 15 points

Fortune seems to smile on you when you take risks! Any time you take an unnecessary risk (in the GM’s opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior.  

Dark Vision 25 points

You can see in absolute darkness using some means other than light, radar, or sonar. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark.

Special Enhancements

Color Vision: You can see colors in the dark. +20%.  

Detect

You can detect a specific substance or condition, even when it is shielded from the five human senses. This requires one second of concentration, after which the GM will secretly make a Sense roll for you. The range modifiers from the Size and Speed/Range Table apply. You may buy a special Acute Sense to improve the roll, thereby increasing your effective range. On a success, the GM tells you the direction to the nearest significant source of the substance, and give you a clue as to the quantity present. On a failure, you sense nothing. Detect also includes the ability to analyze what you detect. This requires an IQ roll; the better the roll, the more precise the details. For instance, if you had Detect (Metal), you could tell gold from iron on a successful IQ roll, and might learn details – such as whether the gold is in the form of ore or bars, and its precise purity – on a critical success. The base cost of Detect is as follows:   Rare (Gamma rays, X-Rays, EM pulses): 5 points.   Occasional (Nanites, precious metal, electric fields, magnetic fields, radar and radio): 10 points.   Common (humans, metal, electric and magnetic fields): 20 points.   Very Common (all life, all minerals, all energy): 30 points.   Note that the ability to detect certain phenomena can often justify other advantages. For instance, Detect (Magnetic Fields) could explain Absolute Direction.  

Special Enhancements

Precise: On a successful Sense roll, you also learn the distance to whatever you detect. +100%.   Signal Detection: You can detect an active transmission of some sort, such as a radio, radar, or laser; see Scanning Sense and Telecommunication. You suffer no range penalties, but must be within twice the signal’s own range and (if the signal is directional) within in its path. +0%.  

Special Limitations

Vague: You can only detect the presence or absence of the target substance. Direction and quantity are revealed only on a critical success, and you cannot analyze what you detect. This limitation is mutually exclusive with Precise. -50%.  

Digital Mind 5 points

You are a sentient computer program – possibly an artificial intelligence or an “upload” of a living mind. By default, you inhabit a body that includes a computer with Complexity equal to at least half your IQ; see Computers.   You are completely immune to any power defined as “Telepathic,” and to magic spells that specifically affect living minds. However, computer viruses and abilities that affect Digital Minds can affect you; you can be taken offline (or even stored, unconscious, as data and those with Computer Hacking or Computer Programming skill can gain access to your data . . . and possibly read or alter your consciousness!   You are likely to have the Machine meta-trait, but this is not mandatory, as you could be a computer-like mind inside an organic body (e.g., a bio-computer or a brain implant). The Reprogrammable disadvantage is also common for Digital Minds, as is the Automaton meta-trait, but you do not have to possess either trait. Many advantages are also possible but not automatic:   Computing Power: If you operate faster than a human mind, buy Enhanced Time Sense. If you can add advantages or skills temporarily by running programs, buy Modular Abilities.   Copies: If you can run multiple copies of your mind on a single computer system, buy Compartmentalized Mind. If you can create loyal copies that run on other systems, buy Duplication with the Digital limitation. If you have copies backed up offline, buy Extra Life.   Uploading: If you can actively “upload” yourself into other computers, buy Possession with the Digital limitation. If you can do this easily, buy extra bodies as Puppets.  

Discriminatory Hearing 15 points

You have a superhuman ability to distinguish between sounds. You can always identify people by voice, and can recognize individual machines by their “sound signature.” You may memorize a sound by listening to it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.   You get +4 (in addition to any Acute Hearing bonuses) on any task that utilizes hearing, and receive +4 to Shadowing skill when following a noisy target. To simulate the passive sonar used by submarines, add a -30% Accessibility limitation, “Only underwater.”  

Discriminatory Smell 15 points

Your sense of smell is far beyond the human norm, and can register distinctive odors for practically everything you may encounter. This allows you to recognize people, places, and things by scent. You may memorize a scent by sniffing it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.   You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of smell, and receive +4 to Tracking skill.   If you actually become ill when exposed to the odor of a particular substance, take the Temporary Disadvantage limitation. The most common effect is Revulsion, but the GM may choose to allow other temporary Disadvantages.  

Special Enhancements

Emotion Sense: You can detect a person or animal’s emotional state by odor. This functions as the Empathy advantage, but you must be within 2 yards of the subject. +50%.  

Discriminatory Taste 10 points

This talent functions in most ways like Discriminatory Smell (above), but enhances the sense of taste instead, so tracking is not possible. You must ingest a small quantity of the material to be examined; for a living subject, this means bodily fluids. This gives you an IQ roll to recognize the taste, identify whether a substance is safe to eat, etc. You can perform a detailed “analysis” with a roll against a suitable skill (Chemistry, Cooking, Pharmacy, Poisons . . .). You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of taste.  

Doesn't Breathe 20 points

You do not breathe or require oxygen. Choking and strangulation attempts cannot harm (or silence!) you, and you are immune to inhaled toxins. You are still affected by contact poisons, pressure, and vacuum; take Sealed, Pressure Support, and Vacuum Support, respectively, to resist those threats.  

Special Limitations

Gills: You can extract oxygen from water, allowing you to remain submerged indefinitely. You suffocate if the water contains no dissolved oxygen. You are immune to strangulation and “the bends.” If you can only survive underwater, and suffocate in air as quickly as a normal human would drown underwater, Doesn’t Breathe (Gills) is a 0-point feature; otherwise,-50%.   Oxygen Absorption: As Gills, but you can absorb oxygen through the surface of your body whether it is in the air, a liquid, or another medium. Your body does not absorb poisonous gases, but you will suffocate if there is no oxygen available. You can use breathing equipment in space (your lungs are capable of working normal ly). You may not have the Sealed advantage. -25%   Oxygen Combustion: As Oxygen Absorption, but you cannot breathe underwater or anywhere else fire can not burn. -50%.   Oxygen Storage: You need to breathe, but you can go for extended periods of time without doing so; per haps you store oxygen (like a whale) or have superior blood oxygenation. This differs from Breath-Holding in that you are completely immune to “the bends” while your oxygen supply holds out. If you can effectively “hold your breath” for 25 times as long as usual, this is -50%; 50 times, -40%; 100 times, -30%; 200 times, -20%; 300 times, -10%.  

Doesn't Eat or Drink 10 points

You do not require food, water, or fuel. Your body is powered in some other manner: solar power, ambient magical energy, etc. A sufficiently rare energy source might qualify you for Dependency.  

Doesn't Sleep 20 points

You do not have to sleep at all. You can ignore all ill effects from missed nights of rest.  

Duplication 35 points/copy

  You can split into two or more bodies (“Dupes”), each possessing your full knowledge and powers (but not copies of your equipment, unless you buy a special enhancement). It takes one second and a Concentrate maneuver to separate or merge. When your Dupes merge, your FP and HP are the average of all your copies’ FP and HP at that time. Your combined self remembers everything experienced by any Dupe.   Dupes have no special ability to coordinate with one another. For that, buy Telesend (see Telecommunication). If your Telesend works only with your Dupes, you may take the Racial limitation. You may combine Telesend with a Mindlink with your Dupes, in which case you are in constant telepathic contact – no die rolls required.   If one of your Dupes dies, all the others immediately take 2d damage and are stunned. This is mental stun if you define Duplication as a mental trait, physical stun if you define it as a physical trait. The IQ or HT roll to recover is at -6. You also lose the points you spent for that Dupe. The GM may allow you to buy back a dead Dupe with unspent points.   Alternatively, an Extra Life will let you bring back any one dead Dupe. Your point value drops by the price of the Extra Life, but this is cheaper than buying back a Dupe.  

Special Enhancements

Duplicated Gear: Your Dupes appear with copies of Signature Gear that you are carrying or wearing. Duplicated equipment vanishes when you merge, even if it becomes separated from you. Treat your equipment’s HP, ammunition, energy supply, etc. just like your own HP and FP when you merge. +100%.   No Sympathetic Injury: If one of your Dupes is killed, the others are not stunned or hurt. +20%.  

Special Limitations

Digital: Your Dupes are software copies of your mind, not physical copies of your body. They can possess other computers or occupy spare Puppets. You may only take this limitation if you have both Digital Mind and Possession (Cybernetic). -60%.   Shared Resources: Your Dupes do not share your full FP and HP; instead, you must distribute your FP and HP among them. For instance, if you had 15 HP and one Dupe, you could split your HP 7 and 8, 2 and 13, or in any other combination that totaled 15. You need not distribute FP and HP proportionally; with 15 HP and 15 FP, you could give one copy 3 FP and 9 HP and the other 12 FP and 6 HP. When your bodies re-combine, add their FP and HP instead of averaging. -40%.  

Eidetic Memory 5 or 10 points

You have an exceptionally good memory. Anyone may attempt an IQ roll to recall the general sense of past events – the better the roll, the truer the memory, but the details are sketchy. With this talent, you automatically succeed at these “memory rolls,” and you often recall precise details. This trait comes in two levels:   Eidetic Memory: You automatically remember the general sense of every thing you concentrate on, and can recall specific details by making an IQ roll. It is possible to “learn” this advantage in play (bards and skalds often acquire it to recall poems and songs). 5 points.   Photographic Memory: As above, but you automatically recall specific details, too. Any time you, the player forget a detail your character has seen or heard, the GM or other players must remind you – truthfully! 10 points.   This trait affects recall, not comprehension, and so does not benefit skills. However, it gives a bonus when ever the GM requires an IQ roll for learning: +5 for Eidetic Memory, +10 for Photographic Memory.  

Elastic Skin 20 points

You can alter your skin and facial features (but not clothing or makeup) to duplicate those of another member of your race or a very similar race. This takes 10 seconds, and requires a Disguise roll if you try to duplicate a particular individual. It takes three seconds to return to your original form. This ability gives +4 to all Disguise rolls.  

Empathy 5 or 15 points

You have a “feeling” for people. When you first meet someone – or are reunited after an absence – you may ask the GM to roll against your IQ. He will tell you what you “feel” about that person. On a failed IQ roll, he will lie!   This talent is excellent for spotting impostors, possession, etc., and for determining the true loyalties of NPCs. You can also use it to determine whether someone is lying . . . not what the truth is, but just whether they are being truthful with you. This advantage comes in two levels:   Sensitive: Your ability is not entirely reliable; the IQ roll is at -3. You get +1 to your Detect Lies and Fortune Telling skills, and to Psychology rolls to analyze a subject you can converse with. 5 points.   Empathy: Your ability works at full IQ, and the bonus to Detect Lies, Fortune-Telling, and Psychology is +3. 15 points.   This advantage works only on sapient (IQ 6+), natural beings. The equivalent talents for animals, plants, and extradimensional entities are Animal Empathy, Plant Empathy, and Spirit Empathy, respectively.  

Energy Reserves

Fictional power-wielders often draw on special “power supplies” to fuel their abilities. To represent this, buy Fatigue Points at the usual 3 points apiece but treat them as a new “Energy Reserve” (ER) advantage. This is always tied to a particular power source; e.g., 10 FP for psi powers is “ER 10 (Psi) 30 points.”   An ER can only power abilities of the same source. It can pay the basic FP costs to use advantages, those added by Costs Fatigue, and expenditures for extra effort and stunts. It can also fuel related skills; e.g., ER (Magical) can energize spells. Powers can still draw on normal FP; if they can’t, add -5% to the power modifier. However, an ER isn’t the same as FP. Only associated powers can deplete it. Fatigue Attacks, missed sleep, and so on don’t sap it, and other powers, wild abilities, and ordinary extra effort can’t tap it.   Furthermore, depleting an ER causes none of the effects of going below 1/3 FP – and having a full ER doesn’t protect against those effects. An ER recharges by one point every 10 minutes, independent of rest. You can recover FP at the same time if you rest. Factors that alter FP recovery generally have no effect on ER recharge rate.   Skills connected to the ER’s source can help replenish it. For instance, the Recover Energy spell improves the recharge rate of ER (Magic). Abilities of that source can also help. Damage Resistance with Absorption can heal ER, FP, or HP for the usual +80%. Leech can have “Heals ER” or “Only Heals ER” for the price of “Heals FP” or “Only Heals FP.” Regeneration can have “ER Recovery” or “ER Only” for the price of “Fatigue Recovery” or “Fatigue Only,” and often has an Accessibility limitation such as “Only in direct sunlight” (-10%), “Only on holy days or in holy places” (-40%), or “Only inside a nuclear reactor” (-80%).  

Special Modifiers

Abilities Only: Your ER can only pay the basic FP costs of your abilities. It’s of no use for extra effort or stunts. -10%.   One Power: Only available if you have two or more powers of a given source. Your ER works with just one of your powers. -50%.   Slow Recharge: Your ER recharges slowly. -20% for one point/hour;-60% for one point/day.   Special Recharge: Your ER doesn’t recharge over time. It only recharges via DR with Absorption, Leech, the Steal Energy spell, etc. This is incompatible with Slow Recharge. -70%, or -80% if the energy bleeds away at the rate of one point/second, forcing you to use it quickly.   Stunts Only: Your ER is only useful for extra effort and stunts. It can’t pay the FP costs for normal ability use. This is incompatible with Abilities Only. -10% 

Enhanced Defenses

You are unusually adept at evading attacks! This may be due to careful observation of your foe, focusing chi, or anything else that fits your back ground. There are three versions:   Enhanced Block: You have +1 to your Block score with either Cloak or Shield skill. You must specialize in one particular Block defense. 5 points.   Enhanced Dodge: You have +1 to your Dodge score. 15 points.   Enhanced Parry: You have +1 to your Parry score. You may take this advantage for bare hands (5 points), for any one Melee Weapon skill (5 points), or for all parries (10 points). 5 or 10 points.   This talent is definitely cinematic! The GM might require Trained By A Master or Weapon Master as a prerequisite. He may choose to allow warriors to buy this trait with earned points. He might even permit multiple levels of each Enhanced Defense, in which case the point cost is per +1 bonus. Note that bonuses larger than +3 are almost always prohibited.  

Enhanced Move 20 points/level

You can really move! Each level of Enhanced Move doubles your top speed in one environment: Air, Ground, Space, or Water. You may also take a half-level of Enhanced Move, either alone or with any whole number of levels; this costs 10 points and multiplies Move by 1.5.   Enhanced Move does not affect Basic Speed, Basic Move, or Dodge. Its benefits apply only when moving along a relatively straight, smooth course (see Sprinting. It does have some defensive value, however:   those who attack you with ranged attacks must take your speed into account when calculating speed/range modifiers. Most forms of Enhanced Move have prerequisites. Enhanced Move (Water) requires Amphibious or Aquatic. Enhanced Move (Air) requires Flight. Enhanced Move (Space) requires Flight with the Space Flight or Newtonian Space Flight enhancement, and affects movement in space – not airspeed. To move faster in air and in space, buy both Enhanced Move (Air) and Enhanced Move (Space).

Special Enhancements

Handling Bonus: You get a bonus to DX or vehicle operation skill (e.g., Driving) for the sole purpose of maintaining control at speeds above your Basic Move. +5% per +1, to a maximum of +5.  

Special Limitations

Handling Penalty: You have a penalty to DX or vehicle operation skill at high speeds. -5% per -1, to a maximum of -5.   Newtonian: This is a limitation for Enhanced Move (Space). Your space “top speed” is actually your “delta-v”: the total velocity change you can man age before running out of reaction mass. Once you have made velocity changes equal to your top speed, you must refuel before you can change velocity again. -50%.   Road-Bound: This is a limitation for Enhanced Move (Ground). Your Enhanced Move is effective only on a smooth, flat surface, such as a road or building floor. This is often taken in conjunction with the Wheeled disadvantage. -50%.  

Enhanced Time Sense 45 points

You can receive and process information dramatically faster than the human norm. This improves your mental speed – notably your reaction time – but not how fast you physically move once you react. This has several game benefits.   First, Enhanced Time Sense (ETS) includes Combat Reflexes, and provides all the benefits of that advantage. You cannot buy Combat Reflexes if you have ETS; the two advantages are not cumulative.   In combat, you automatically act before those without ETS, regardless of Basic Speed. If more than one combatant has ETS, they act in order of Basic Speed, and they all get to act before those who lack ETS. You can perceive things that happen too fast for most people to discern. For example, you cannot be fooled by a projected image, because you can see the individual frames of the film. If secret information is being sent as a high-speed “burst,” you can detect it if you’re monitoring the transmission (you cannot necessarily decipher it, but you know it’s there). At the GM’s discretion, you get a Sense roll to spot objects moving so fast that they are effectively invisible; for instance, bullets in flight. ETS is extremely valuable if you possess technological or psionic defenses that work at the speed of thought.   If you have ETS, your rapid thought processes always allow you to ponder a problem thoroughly and respond in the manner you think best. You never suffer skill penalties for being mentally “rushed” – although you still need the usual amount of time to complete a physical task, and suffer the usual penalties for hasty work. The GM can almost never tell you to make up your mind right now. (But don’t abuse this privilege by taking half an hour to decide what to do in each turn in combat!)   The exception is when something happens so fast that most people can’t perceive it at all. In that case, the GM is justified in asking you for an immediate response, since those without ETS get no response. ETS does not “slow down” the world from your viewpoint. You can still enjoy a movie by simply ignoring the frames, much as a literate person can choose whether or not to notice the individual letters in the words he’s reading. ETS also does not let you violate the laws of physics. Some things (e.g., laser beams) simply travel too fast for you to react.  

Enhanced Tracking 5 points/level

You can “track” more than one target – whether with a built-in sensor array or eyes that can swivel independently, like those of a chameleon. An Aim or Evaluate maneuver normally applies to a single target. Each level of Enhanced Tracking allows your maneuver to apply to one additional target. You can only track targets that you can detect, and you cannot Aim at more targets than you have ready weapons to Aim with.  

Extended Lifespan 2 points/level

An average life cycle is defined as maturity at age 18, with aging effects starting at age 50 and accelerating at ages 70 and 90. Each level of Extended Lifespan doubles all these values. Note that if you need to take more than seven levels of this trait (giving maturity at age 2,304 and the onset of aging at age 6,400), it is more efficient to take Unaging.  

Extra Arms

In GURPS, a limb with which you can manipulate objects is an arm, regardless of where it grows or what it looks like. A normal arm can strike a blow that inflicts thrust-1 crushing damage based on ST. The human norm is two arms for 0 points. Extra arms have a base cost of 10 points apiece.  

Coordination

You can use extra arms freely for multiple noncombat tasks. For instance, with three arms, you could perform a one-handed task (e.g., use a computer mouse) and a two-handed task (e.g., type) simultaneously. You need Enhanced Tracking to perform tasks that require attention to events in more than one place at a time, however.   You can also use all of your arms in concert for a single combat maneuver where extra arms would be helpful; e.g., grappling in close combat. And if you have at least three arms, you can use a shield normally with one arm and still wield a two-handed weapon, just as a normal human fighter can use a shield and one-handed weapon at the same time.   No matter how many arms you have, though, you do not get addition al attacks (or other extra maneuvers) in combat unless you buy Extra Attacks (see below).

Close Combat With Extra Arms

  Extra arms give a huge advantage in close combat. You cannot punch with more than one arm at a time unless you have Extra Attack, but you may grapple with all of your arms at once. Each extra arm of regular length or longer, over and above the generic set of two, gives +2 to any attempt to grapple or break free from a grapple.   Having more arms than your opponent also gives +3 on any attempt to pin or resist a pin.  

Special Enhancements

Extra-Flexible: Limbs with this enhancement are more flexible than human arms, like tentacles or an elephant’s trunk. These limbs can always reach and work with other limbs, regardless of body positioning, general layout, or “right” and “left.” +50%.   Long: Your arm is longer in proportion to your body than a human arm relative to the human body. This increases your effective SM for the purpose of calculating reach with that arm (see Size Modifier and Reach). This does affect the reach of melee weapons wielded in that hand. Each +1 to SM also adds +1 per die to swinging damage. +100% per +1 to SM.

Special Limitations

Foot Manipulators: Your “arm” is really an unusually dextrous leg. You cannot walk while you are manipulating objects with it (although you can sit, float, or fly). This is a Temporary Disadvantage limitation, the disadvantage being Legless. This kind of arm is usually – but not always Short (see below). -30%.   No Physical Attack: The limb can manipulate but cannot punch or wield melee weapons, and gives no bonus in close combat. It can still wield a firearm or similar ranged weapon.-50%.   Short: The arm has reach “C” (close combat only), and lacks the leverage to use any weapon that must be swung. Subtract one yard from the reach of any melee weapon wielded by that limb. If all of your arms are short, you are at -2 on any attempt to grap ple. -50%.   Weak: The arm has less than your full body ST for lifting, striking, and grappling. -25% if the arm has half your body ST, or -50% if it has 1/4 your body ST (round down in both cases).   Weapon Mount: Instead of an arm, you have a “hardpoint” where you can mount a weapon. This may be biological, mechanical, or a hybrid of the two, depending on whether you are a living being, a machine, or a cyborg. You cannot use this mount for any purpose other than bearing a weapon. This limitation is incompatible with Feet Manipulator, No Physical Attack, Short, and Weak. -80%.  

Modifying Beings With One or Two Arms

  Beings with one or two arms can use the special modifiers above. Point cost is equal to 1/10 the percentile modifier per affected arm. Thus, enhancements become advantages and limitations become Disadvantages. For instance, Short is -50%, so it is worth -5 points per arm. Someone with two short arms would have a -10 point disadvantage.   Those with one arm can only apply these modifiers once, but also get the-20 points for One Arm. For instance, an elephant’s trunk would be Extra-Flexible (+50%), Long (+100%), and Weak (-50%). These modifiers total +100%, for a 10-point advantage. The -20 points for One Arm would make the net cost -10 points  

Extra Attack 25 points/attack

You can attack more than once per turn. The “default” assumption in GURPS is that you can make one attack per turn, no matter how many limbs you have. Each Extra Attack allows one additional attack per turn. You may not have more attacks than you have limbs (arms, legs, etc.), natural weapons (Strikers, Teeth, etc.), and attack powers (Afflictions, Bindings, and Innate Attacks) with which to attack. The GM’s word on what constitutes an “attack” is final.   A normal human can purchase one Extra Attack. This lets him attack withboth hands at once, and represents unusually good coordination. Mutants and nonhumans have no such limitation. A mutant cop could buy two Extra Attacks, enabling him to shoot rays from his eyes, fire his pistol, and swing his nightstick all at once. A Drakonian might take four Extra Attacks and attack five times with any combination of his four clawed limbs, teeth, horns, tail, and radioactive breath!   Extra Attack is exactly that: an extra Attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an “off” hand (see Ambidexterity) or let you take multiple Aim maneuvers (see Enhanced Tracking, p. 53). You may use some of your attacks for Feint maneuvers, but you many not take multiple actions of other kinds – that requires Altered Time Rate.  

Extra Attacks and All-Out Attack

When an individual with Extra Attacks makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. He could not, for instance, take All-Out Attack (Determined) with one attack and All Out Attack (Strong) with another. If he chooses All-Out Attack (Double) to increase his number of attacks, he gets one additional attack.  

Extra Attacks and Rapid Strike

You may use one of your melee attacks to make a Rapid Strike on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn.  

Extra Head 15 points/head

You have more than one head, each with fully functional ears, eyes, mouth, etc. Each Extra Head gives you one Extra Mouth and one level of Enhanced Tracking at no extra charge. Each head also contains an extra brain with a complete copy of your memories, personality, and skills. These extra brains are “backups,” however, and do not grant additional mental actions – for that, take Compartmentalized Mind.   You cannot suffer more than 2x(your HP/number of heads) points of injury from any single attack to your head or neck. Any head blow that causes unconsciousness only knocks out that one head; the others continue to function! A critical head blow that would normally kill you simply destroys that head, inflicting the maximum injury noted above and crushing, severing, or exploding the head (GM’s option).  

Special Limitations

Extraneous: Your Extra Head grants Extra Mouth and Enhanced Tracking, but does not contain a backup brain. A single blow to an Extraneous head can do no more than HP/(1.5 ¥ number of heads) points of injury, but blows to your real head can cause stun, knockout, or death even if your other heads are unharmed. -20%.   If you can walk on a limb but can not use it to manipulate objects, it is a leg in GURPS (for legs that double as arms, see Extra Arms, p. 53). A normal leg can kick for thrust/crushing damage at your usual reach (1 yard for a human). The human norm is two legs, which costs 0 points. It costs points to have more than two legs:   Three or four legs: If you lose a leg, you can continue to move at half Move (round down). Loss of a second leg causes you to fall. 5 points.   Five or six legs: Each leg lost reduces Move by 20% until only three legs are left. At that point, your Move is 40% normal. Loss of another leg causes you to fall. 10 points.   Seven or more legs: Each leg lost reduces Move by 10% until only three legs are left. At that point, your Move is 40% normal. Loss of another leg causes you to fall. 15 points.   You can apply the following modifiers to all your legs:  

Special Enhancements

Long: Your legs are longer in proportion to your body than human legs relative to the human body. This increases your effective SM for the purpose of calculating reach when kicking (see Size Modifier and Reach) and when clambering over obstacles. +100% per +1 to SM.  

Special Limitations

Cannot Kick: You cannot use your legs to kick for damage. -50%.

Modifying Beings With Two Legs

The modifiers above can be applied to creatures with only two legs. Point cost is equal to 1/10 the percentile modifier. For instance, a human with Cannot Kick (-50%) would have a -5 point disadvantage.  

Extra Life 25 points/life

You can come back from the dead! No matter how sure your foes were that they killed you, you didn’t really die. Work out the details with the GM. Every time you come back from the dead, you use up one Extra Life remove it from your character sheet and reduce your point total by 25 points. The GM may wish to let play ers spend earned points to buy Extra Lives in play.

Special Limitations

Copy: When you die, you revert to a “backup copy.” To create this copy takes minutes or hours, possibly at a special facility. Details are up to the GM. Make a copy of your character sheet whenever you update your back up. If you die, you revert to those statistics, losing any traits or character points acquired since then. Note that a copy exists before you die. You must tell the GM where you store it. You will return to life at that location . . . and if your enemies discover where you store your copy, they may tamper with it! -20%.   Requires Body: You come back in disembodied state – for instance, as a Ghost Mind Emulation. All your experiences and abilities are intact (unless you took Copy), but you cannot interact with the physical world at all until you acquire a new body. This might be a Clone, a Necroid , or even a robot “shell.”-20%, or -40% if the required body is illegal, rare, or expensive (GM’s decision).  

Extra Mouth 5 points/mouth

You have more than one functional mouth, which can be anywhere on your body. All of your mouths are capable of breathing, eating, and speaking. An Extra Mouth lets you bite more than once if you have Extra Attacks. If you have Compartmentalized Mind, you can carry on multiple conversations, or cast two spells that require spoken words. Other benefits include being hard to silence or suffocate, and being able to sing in harmony with yourself!  

Favor

You saved someone’s life, kept silent at the right time, or otherwise did someone a good turn. Now he owes you one.   A Favor is a one-shot Ally, Contact, Contact Group, or Patron. Work out the point cost of the parent advantage, and then divide it by 5 (round up) to get the cost of the Favor. The catch is that the NPC(s) in question will help you out once . . . and only once. When you wish to “collect” on your Favor, the GM rolls against the frequency of appearance of the under lying advantage. On a failure, you couldn’t reach your “friend” in time, or he couldn’t comply, but you still have your Favor coming. You may try again on a later adventure.   On a success, you get what you want (subject to the limits of the advantage). But this discharges the obligation: remove the Favor from your character sheet and reduce your point total appropriately. However, if the roll is a 3 or 4, your “friend” still feels indebted to you, and you retain the Favor . . . at least until next time. You may buy a Favor in play, just like any trait of this kind. The GM may also wish to include a Favor as part of the reward for a successful adventure.

Fearlessness 2 points/level

You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you make a Fright Check or must resist the Intimidation skill or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you.

Filger Lungs 5 points

Your respiratory system can filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). You suffer no ill effects from such things. This is especially useful in polluted cities and on alien worlds. Note that if you have Doesn’t Breathe, you do not need this advantage!  

Fit 5 or 15 points

You have better cardiovascular health than your HT alone would indicate. This comes in two levels:   Fit: You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT based skills! You also recover FP at twice the normal rate. 5 points.   Very Fit: As above, but the bonus to HT rolls is +2. In addition, you lose FP at only half the normal rate. 15 points.   In both cases, this advantage applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power psi or magic spells.  

Flexibility 5 or 15 points

Your body is unusually flexible. This advantage comes in two levels:   Flexibility: You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to break free in close combat. You may ignore up to-3 in penalties for working in close quarters (including many Explosives and Mechanic rolls). 5 points.   Double-Jointed: As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on Climbing, Erotic Art, and Escape rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters. 15 points  

Flight 40 points

You can fly. The “default” is full fledged, self-powered flight without wings or gliding surfaces. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, you’ll need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and Temperature Tolerance).   You cannot fly in a trace atmosphere or vacuum.   Your flight Move is Basic Speed x 2 (drop all fractions). As explained in Move in Other Environments, you can adjust this for ±2 points per ±1 yard/second. For very high speeds, take Enhanced Move (Air). If you do not have any of the Controlled Gliding, Gliding, Lighter Than Air, Small Wings, Space Flight Only, or Winged Flight limitations, you can also “fly” at half-speed underwater. Flight includes the ability to hover at Move 0 as well.   Flight does not confer the ability to do complex acrobatics and tight turns; for that, buy Aerobatics skill (p. 174). Flight skill improves endurance.   You can alter most of the above assumptions through special modifiers.  

Special Enhancements

Newtonian Space Flight: As Space Flight (below), except that your space Move – or your space top speed, if you have Enhanced Move (Space) – is actually your “delta-v”: the total velocity change you can manage in space before running out of reaction mass. For instance, you could accelerate up to your delta-v and stay there (like a missile), or to half your delta-v and then decelerate to a stop at the end of your trip (like a conventional spacecraft). Once you have made velocity changes equal to your delta-v, you must refuel before you can change your velocity in space again. +25%.   Space Flight: You can fly in space or a vacuum (such as on the moon). Your space Move is Basic Speed x 2. If you want to be able to accelerate constantly to reach a higher top speed, like a rocket, buy Enhanced Move (Space). This will let you accelerate or decelerate each turn by an amount equal to your space Move, up to your enhanced top speed. For a “realistic” space move that lets you accelerate indefinitely in a vacuum (up to the speed of light), you’ll want Enhanced Move 25-27 (Space). This is incompatible with all other special modifiers except Space Flight Only. +50%.  

Special Limitations

Cannot Hover: You must always move at least 1/4 your top airspeed (round up) when flying. This is incompatible with Controlled Gliding and Gliding. -15%.   Controlled Gliding: Like Gliding (below) in most respects, but you can gain altitude by riding updrafts or “thermals.” A typical ascent rate is one yard per second. You can locate thermals, if any are present, on a successful IQ or Meteorology roll (one attempt per minute). -45%.   Gliding: You cannot gain altitude. With a running leap, you can launch yourself with an air Move equal to Basic Move. Each turn, you can change velocity by up to 10 yards/second x local gravity in Gs (Earth’s gravity is 1G). To accelerate, you must descend by 1 yard for each 1 yard/second added to velocity; top speed is Basic Move x 4 (but you can go faster if towed). To decelerate, you must fly level. If you do not descend at least 1 yard, you automatically decelerate by 1 yard/second that turn. When working out turning radius, your basic air Move is 10 ¥ local gravity in Gs. Each level of Enhanced Move (Air) either doubles top speed or halves deceleration in level flight (e.g., one level means you only lose 0.5 yard/second in level flight specify which when you buy it. -50%.   Lighter Than Air: You fly by becoming lighter than air (or gaseous). A wind moves you 1 yard/second, in the direction it is blowing, per 5 mph of wind speed. If the wind happens to be blowing in the direction you wish to travel, this adds to your Move; other wise, your Move goes down as you fight against the breeze. -10%.   Low Ceiling: You cannot fly very high. This does not limit speed in any way, but the GM may require Aerobatics rolls to dodge obstacles near the ground. A 30-foot ceiling is-10%; a 10-foot ceiling is -20%; and a 5-foot ceiling is -25%.   Small Wings: As Winged (below), except that your wingspan is no more than half your height. You use your wings to steer and to stabilize your flight – not to lift. If your wings are crippled in flight, roll against Aerobatics skill (or default) to land safely. -10%.   Space Flight Only: You can only take this in conjunction with Space Flight or Newtonian Space Flight. You can fly only in space; you have air Move 0 in atmosphere. You require a boost to reach space from any planet with an atmosphere, and are incapable of atmospheric reentry. -75%.   Winged: You use large wings or skin flaps to fly. Wingspan is at least twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crip pled (more than 1/3 of your wings, if you have more than two), you cannot fly. Treat wings as arms for the purpose of targeting and crippling. If you wish to strike blows or manipulate objects with your wings, you must pay for them as Strikers or Extra Arms in addition to the cost of Flight. -25%.  

Gadgeteer 25 or 50 points

You are a natural inventor. You can modify existing equipment and given sufficient time and money invent entirely new gadgets as described under Gadgeteering. This lets you design gadgets quickly, and makes it easy to realize higher-TL innovations. This advantage comes in two levels:   Gadgeteer: You are a “cinematic” gadgeteer, but your work still takes days or months, and requires a good deal of money and expensive equipment. 25 points.   Quick Gadgeteer: You can throw together wondrous gadgets in minutes or hours, and can get by with scrounged-together spare parts that cost a few percent of what a “realistic” inventor would have to spend. This level is definitely unsuitable for realistic campaigns! 50 points.  

G-Experience 1 to 10 points

You have experience working in one or more gravitational fields other than your native one, and your reflexes adapt quickly to the way objects move and fall in those fields. You suffer only half the usual DX penalty for different gravity (see Different Gravity). In situations where low gravity would make a task easier, you roll at full DX, plus the bonus for low gravity, plus an extra +1. For instance, if a normal person would get +2 to catch a ball in low gravity, you would get +3.   This trait costs 1 point per gravity field with which you have experience. For instance, an Earth native who works on the moon might have G-Experience (0.16G). To enjoy the benefits of G-Experience in all gravity fields, buy G-Experience (All) for 10 points.  

Gizmos 5 points/gizmo

You always seem to have just the piece of gear you need. Once per game session per level of this advantage, you may pull out one small item of equipment that you could have been carrying. This “Gizmo” remains undefined until you reveal it. It does not even “enter play” until you take it out; thus, it cannot be damaged, lost, stolen, or found in a search.   A Gizmo must be small enough to fit in an ordinary coat pocket, and must meet one of three criteria:   1. An item you own but did not specifically state you were carrying. For instance, if you own a handgun, and get ambushed while driving to church, you could pull out your pistol– even if the police searched your vehicle five minutes ago and found no weapons!   2. An item that you probably own, and that is in keeping with your character concept, but that is minor or ignorable enough to leave unspecified. For instance, a policeman might happen to be carrying a spare handcuff key, while a wizard might have some eye of newt. The GM has the final say, but should be lenient if the item you wish to have is consistent with your character story.   3. An inexpensive device widely available at your tech level. For instance, if you need to light the fuse on some dynamite, you could pull out a box of matches – and they would work, even if you just took an involuntary swim in the creek. Each Gizmo you can use per game session (maximum of three) costs 5 points.   Note that this ability is not realistic! The GM may wish to limit it further, or forbid it, in a realistic campaign.  

Gadgeteers and Gizmos

Those with the Gadgeteer advantage have more latitude. In addition to the usual items available, a Gadgeteer may specify that his Gizmo is one of his inventions (which must still be small). Instead of pulling an existing gadget “out of his pocket,” a Gadgeteer can use his Gizmo to let him build what he needs on the spot.   He must still possess or find the appropriate materials, and know any required skills. The GM should roll secretly against the relevant skill, at -2 or worse. A failed roll means the device doesn’t work (this still “uses up” the Gizmo). A critical failure means the device backfires spectacularly!  

Gunslinger 25 points

You can make uncannily precise shots without aiming. This ability works with any weapon that uses Beam Weapons, Gunner, Guns, or Liquid Projector skill. It gives no bonuses when using muscle-powered missile weapons (but the GM is free to introduce a low-tech version that works with Blowpipe, Bow, Crossbow, Sling, etc.).   When firing single shots (RoF 1-3) from a one-handed weapon, you get the Accuracy bonus of your weapon without the need for an Aim maneuver. When using a two-handed weapon or automatic fire, you get half the Accuracy bonus (round up) without the need to Aim. If you do Aim, you always get full Acc, and bracing, scopes, and additional seconds of Aim provide the usual benefits.  

Hard to Kill 2 points/level

You are incredibly difficult to kill. Each level of Hard to Kill gives +1 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.). If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time – see Recovering from Unconsciousness. A successful Diagnosis roll (or a Mechanic roll, for machines) reveals the truth.   For normal humans, this is limited to Hard to Kill 1 or 2.  

Hard to Subdue 2 points/level

You are hard to knock out. Each level of Hard to Subdue gives +1 to any HT roll to avoid unconsciousness– whether as a result of injury, drugs, or ultra-tech weapons – and to resist supernatural abilities that cause unconsciousness. In a realistic campaign, the GM may wish to limit characters to Hard to Subdue 1 or 2.  

Hermaphromorph 5 points

You can switch among fully functional neuter, male, and female forms. The process takes 10 seconds (Preparation Required, Takes Extra Time, and Takes Recharge are common limitations).  

High Manual Dexterity 5 points/level

You have remarkably fine motor skills. Each level (to a maximum of four) gives +1 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clockwork). This bonus doesn’t apply to IQ based tasks or large-scale DX-based tasks, nor does it apply to combat related die rolls of any kind.  

High Pain Threshold 10 points

You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning – and if you are tortured physically, you get +3 to resist. The GM may let you roll at Will+3 to ignore pain in other situations.  

Higher Purpose 5 points

You are driven to exceed your normal limits in one specific pursuit. You must state this exactly as if it were a Code of Honor disadvantage: “Defend all women,” “Slay all aliens,” etc. If, in the GM’s judgment, you are unfaltering in your pursuit of your Higher Purpose, you get +1 to all die rolls that pertain directly to the pursuit of your cause. If you deviate from your Higher Purpose, you lose this bonus . . . and the GM is free to penalize you for bad roleplaying just as if you had ignored a Code of Honor.   A Higher Purpose must be specific. Higher Purposes such as “Fight evil” or “Oppose authority figures” are too broad to be balanced. In addition, a Higher Purpose must entail genuine risk and inconvenience. The GM should not allow pragmatic Higher Purposes like “Faithfully serve my superiors.” All Higher Purposes are subject to GM approval.  

Hyperspectral Vision 25 points

Your vision extends across the infrared, visible, and ultraviolet portions of the spectrum. This integrated picture often reveals details that are invisible to those who merely possess normal vision, Infravision, or Ultravision. Hyperspectral Vision grants near perfect night vision: you suffer no vision or combat penalties if there is any light at all. In total darkness, it functions exactly like Infravision. This trait also gives +3 on all Vision rolls; on all rolls to spot hidden clues or objects with Forensics, Observation, or Search skill; and on all Tracking rolls.   If you possess Hyperspectral Vision, you cannot also have Infravision or Ultravision. This trait is essentially a higher level of both those advantages. Its game effects replace the specific effects of those traits. As described, this trait emulates realistic TL7+ sensors. The GM may permit supers to take the two special enhancements below. Neither is appropriate for real-world sensors!  

Special Enhancements

Extended Low-Band: You perceive radiation below the infrared, allowing you to “see” microwave, radar, and radio sources. This gives no special ability to understand radio signals! +30%.   Extended High-Band: You sense radiation above the ultraviolet, allowing you to “see” X-ray and gamma ray sources. +30%.  

Illusion 25 points

You can create lifelike illusions. By default, these are constructs of light and sound that appear in a two-yard radius around you, and come from either Psionics or from technological holograms. You can always specify a smaller area; e.g., to create an illusionary gun in your hand. Illusions lack mass and substance, and can’t affect material objects in any way besides hiding or illuminating them.   To activate your ability, take a Concentrate maneuver. This requires no special die roll. You can create animated, three-dimensional images of anything you can visualize or program – in any spectrum you can see – synchronized with sounds in the frequency range audible to you. These persist for as long as you concentrate.   Illusions serve mainly to deceive and distract. Roll a Quick Contest of IQ against the Perception of anyone in a position to notice your illusion. To save time, the GM can roll just once for hordes of foes with the same Per. If you win, the illusion seems real to that individual. The GM decides how he reacts. He might attack an illusionary monster, try to sit on an illusionary chair, and so on. Otherwise, he spots a flaw and realizes that the illusion isn’t real (although he might not know it’s an illusion).   Illusion sometimes requires a skill roll instead of an IQ roll. In particular, to make an illusion disturbing enough to cause a Fright Check, you must win a Quick Contest of Artist (Illusion) skill against the higher of IQ or Perception for each victim. Programming a realistic illusion requires an appropriate Electronics Operation or Computer Operation skill. To trick someone into believing in an illusion of someone he knows, roll the lower of your Acting or Artist (Illusion) skill against the higher of your target’s IQ or Perception.   Roll a new Quick Contest when someone you’ve already fooled suddenly changes how he’s interacting with the illusion; e.g., he attacks a monster or falls through a chair that isn’t there. If he wins or ties, you don’t simulate a believable response to his action (such as the monster dodging or the chair slipping) and he catches on. Modifiers: Your victim gets +4 if someone who knows about the illusion warns him, or if you critically fail in a Quick Contest against someone else. He gets +10 if you create the illusion unsubtly and in plain sight, or if he examines the illusion with a sense you can’t deceive – most often touch.   At the GM’s option, inappropriate illusions (e.g., a pack of rabid wolves in a submarine) give a further +1 to +10, while believable ones (e.g., you pull out an illusionary gun) give from -1 to-5. If the final modifier is a net bonus, halve it if the victim is aware of holograms but not the details of your powers . . . for all he knows, you can summon rabid wolves! You can easily create babbling crowds and menacing hordes, but it’s harder to animate a convincing semblance of an illusionary person for direct, personal interaction (dueling, conversation, etc.). Multiple fake people are progressively more robotic and unresponsive; anyone rolling a Quick Contest to spot the illusion is at +4 per construct after the first Believable or not, illusions obstruct vision as effectively as the real thing. They don’t block weapons, though. Foes aware of your location can simply shoot through your “cover” . . . and nothing prevents unbelieving opponents from walking through your illusions to reach you.  

Special Enhancements

Add Area Effect (+50%/level) to increase radius and Ranged (+40%) to project illusions at a distance. Many illusionists also have Telekinesis, and add a Link to give the impression that their illusions can interact with the material world a convincing combination good for +4 in the Quick Contest. Additional options include:   Hardlight: The holograms are frozen photons. This means that they CAN be interacted with, they provide physical barriers, and provide ablative cover (that drains the power source as it takes damage.) Hardlight holograms that deal melee damage deal thr-1 and sw-2 burn; hardlight holograms make poor melee weapons and don't quite translate kinetic energy properly. Ranged weapons may LOOK like a 1940s era Tommygun or a Wild West Revolver and appear to spit bullets, but regardless of the form or function of the depiction, the weapon will only do 2d burn damage as a low-quality laser pistol.  +200%   Extended: You can fool other senses. Extending the visual or auditory range beyond your own costs +1% per point the affected hearing and vision advantages are worth; e.g., +10% to deceive Infravision. Totally new senses (Radar, taste/smell, touch, Vibration Sense, etc.) cost +20% apiece.   Extended, Touch creates the sensation of substance, but the illusion still can’t affect the material world; for that, link Illusion to Telekinesis.      Initiative: This improved form of Independence provides all the benefits of that enhancement (don’t take both) and gives illusionary people the semblance of free will. They can converse and move freely within your area of effect as if they had your DX, IQ, and skills. This requires no concentration. Treat these phantasms as insubstantial NPCs who are completely loyal to you, except that they don’t actually have thoughts and can’t carry out tasks for  you – they simply react to their environment. +100%.   Mental: Instead of creating images that everyone can see, you project illusions into the mind of a specific target. You can affect anyone you can touch or see; the Ranged enhancement is unnecessary. Take a Concentrate maneuver and roll a Quick Contest: your IQ vs. the victim’s Will. You’re at-1 per person already affected. If you win, you seize control of his perceptions and can feed him artificial sensory impressions, including subtle edits (e.g., making a $5 bill look like a $100 bill), total fabrications (e.g., he’s standing on Mars without a spacesuit), and complete sensory deprivation (unless you have Auditory Only or Visual Only). These illusions never cause physical harm. Area of effect is irrelevant – it’s all in his head. You don’t control your victim’s thoughts, however. If he decides that what he’s experiencing makes no sense, he can order his body to act on the last set of impressions he felt were reliable. If he can’t see the real world, he acts at -10– but he can still act. +100%.     Stigmata: Only available in conjunction with Mental. Your illusions are so realistic that they cause the subject to experience harmful stress or shock. To use Stigmata, you must first successfully inflict mental illusions upon your victim. Then roll a Quick Contest of IQ vs. his Will once per second. If you win, you inflict actual injury equal to your margin of victory. Specify whatever damaging effect you like – shot, eaten by tigers, fried at ground zero of a nuclear blast, etc. Suitable wounds appear on your victim’s body. Those nearby can see the wounds but not their cause; as far as they can tell, the victim is experienc ing a stroke, heart attack, or similar distress. Should your victim fall unconscious for any reason (including the injury caused by this ability), you can no longer harm him. +100%.  

Special Limitation

Auditory Only: You can create sounds but not images. This is incompatible with Extended and Stigmata. -70%.   Static: Your illusions are unanimated “stills.” You can’t create any effect that changes or responds to the environment. Those who perceive the illusion get +4 to realize it’s fake if it depicts something that’s usually stationary, as the reflections and shadows aren’t right. If the illusion is of some thing that normally moves, the bonus is +10. Static illusions are mostly use ful for concealment. Static is incompatible with Auditory Only, Independent, Initiative, and Stigmata. -30%.   Visual Only: You can create images but not sounds. This is incompatible with Auditory Only and Stigmata. -30%.      

Improved G-Tolerance 5 to 25 points

You can function under a wide range of gravities. For a normal human, the penalties for non-native gravity accrue in increments of 0.2G; see Different Gravity . A larger increment costs points: 5 points for 0.3G, 10 points for 0.5G, 15 points for 1G, 20 points for 5G, and 25 points for 10G. Normal humans are limited to 10 points in this trait.  

Indomitable 15 points

You are impossible to influence through ordinary words or actions. Those who wish to use Influence skills on you (see Influence Rolls) must possess a suitable advantage: Empathy if you are a human or similar being, Animal Empathy if you’re a beast, Plant Empathy if you’re a plant, or Spirit Empathy if you’re a demon, ghost, etc. Everyone else – however convincing fails automatically. This trait often accompanies Unfazeable.  

Infravision 0 or 10 points

You can see into the infrared portion of the spectrum, allowing you to detect varying degrees of heat. This lets you fight at no penalty even in absolute darkness, if your target emits heat (this includes all living beings and most machines). It also gives you +2 on all Vision rolls to spot such targets, since their heat stands out from the background. You can follow a heat trail when tracking: add +3 to Tracking rolls if the trail is no more than an hour old.   Infravision does not let you distinguish colors, and only allows you to judge the general Size and shape of heat-emitting objects, including living beings (for instance, you might have trouble telling two people of the same Size apart). Roll at -4 to distinguish objects of similar Size and shape. The GM may also require a Vision-4 roll to read by reflected heat. Sudden flashes of heat (e.g., a flare, fiery explosion, or infrared laser) can blind you, just as a flash of light can blind ordinary vision.   Cost depends on your capabilities: You can only see using Infravision, and are subject to its limitations at all times: 0 points.   You can switch freely between nor mal vision and Infravision: 10 points.  

Injury Tolerance

You have fewer physiological weaknesses than ordinary living beings. The cost of this advantage depends on the precise frailties eliminated. Note that some forms of Injury Tolerance include others, and that Diffuse, Homogenous, and Unliving are mutually incompatible.   Diffuse: Your body is fluid or particulate, composed of a swarm of smaller entities, or perhaps made of pure energy. This makes you immune to crippling injuries and reduces the damage you suffer from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets. Most foes (GM’s decision) cannot slam or grapple you! Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. 100 points.   Homogenous: Your body has no vulnerable internal organs, bones, muscles, or other mechanisms. As a result, you are less susceptible to piercing and impaling attacks; see Injury to Unliving, Homogenous, and Diffuse Targets). Homogenous includes the benefits of No Brain and No Vitals. This trait is intended for entities such as iron golems, trees, and slimes. 40 points.   No Blood: You do not rely upon a vital bodily fluid (like blood) for survival. You do not bleed (see Bleeding), are unaffected by blood-borne toxins, and are immune to attacks that rely on cutting off blood to part of your body. 5 points.   No Brain: Your brain – if you have one – is distributed throughout your body, or isn’t your true seat of consciousness. Your opponents cannot target it for extra damage. You may have a head, but a blow to the skull or eye is treated no differently than a blow to the face (except that an eye injury can still cripple that eye). 5 points.   No Eyes: You lack eyes or other vulnerable optics, but can somehow see despite this (unless of course you suffer from Blindness). As you have no eyes, they cannot be attacked. You are also immune to blinding attacks. 5 points.   No Head: You have no head at all. This includes the benefits of No Brain. As well, you lack “skull” and “face” hit locations, and have no need for head armor. You can still see, speak, hear, smell, taste, etc. unless you take the appropriate Disadvantages. Specify how you do this (supernaturally, tech nologically, via organs on your torso, etc.). It is common – but not mandatory – for those with No Head to have No Neck, No Eyes, or both. 7 points.   No Neck: You have no neck. As a result, you have no “neck” hit location, and cannot be decapitated, choked, or strangled. 5 points.   No Vitals: You have no vital organs (such as a heart or engine) that attackers can target for extra damage. Treat hits to the “vitals” or “groin” as torso hits. 5 points.   Unliving: Your body is not composed of living flesh. You take reduced damage from piercing and impaling attacks, but are not quite as resilient as if you were Homogenous. This trait is intended mainly for machines and Necroid. 20 points.    

Innate Attack

You have a natural or built-in attack with which you can inflict physical damage (for nondamaging attacks, see Affliction, and Binding). Examples include a dragon’s fiery breath, a robot’s built-in blaster, and a god’s ability to hurl light ning bolts.   By default, this is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1, although you can apply modifiers to change these statistics.   An Innate Attack inflicts 1d damage per level. Its cost per level depends on the type of damage it inflicts:  

Burning (burn)

Your attack inflicts damage using flame, an energy beam, or localized electrical burns. It may ignite fires! 5 points/level.  

Corrosion (cor)

Your attack involves acid, disintegration, or something similar. For every 5 points of basic damage you inflict, reduce the target’s DR by 1, in addition to regular damage. (Living beings heal natural DR at the same rate as HP.) 10 points/level.  

Crushing (cr)

Your attack inflicts damage through blunt impact, like a bludgeoning weapon or an explosive blast. It is likely to cause knockback, and is more effective at inflicting blunt trauma than other types of damage. 5 points/level.  

Cutting (cut)

Your attack inflicts lacerations, like those caused by an axe or broken glass. Multiply penetrating damage by 1.5. Cutting attacks can inflict blunt trauma and cause knockback. 7 points/level.  

Fatigue (fat)

Your attack is nonlethal. It might involve a low-amperage electric shock or a “mind blast,” or even inflict a weakening effect such as hypothermia or starvation. It reduces FP, not HP, and cannot affect machines. 10 points/level.  

Impaling (imp)

Your attack inflicts stab wounds, like a spear or an arrow. Double penetrating damage in flesh! Impaling attacks can target the eyes and vital organs, can inflict blunt trauma, and may slip through high-tech flexible armor. 8 points/level.  

Piercing

Your attack involves a fast, blunt projectile, such as a bullet, or is sharp but too small to qualify as impaling, like a dart or a stinger. It may inflict blunt trauma, and can target the eyes and vital organs. There are four sub classes of piercing attack:   Small Piercing (pi-): Use this for very low-energy projectiles (e.g., blow gun darts), or for attacks that tend to punch through the target and leave a small wound channel (e.g., armor piercing bullets). Against flesh, halve damage that penetrates DR. 3 points/level.   Piercing (pi): Use this for most rifle and pistol bullets. 5 points/level.   Large Piercing (pi+): Use this for attacks similar to large-caliber solid bullets, or for smaller projectiles that create large wound channels (e.g., hollow-point bullets). Multiply penetrating damage in flesh by 1.5. 6 points/level.   Huge Piercing (pi++): Use this for attacks that leave an even larger wound channel than large piercing. Double penetrating damage in flesh! 8 points/level.  

Toxic (tox)

Your attack inflicts cellular damage, in the manner of disease, poison, or radiation. It cannot normally affect machines. The modifiers Cyclic, Onset, and Resistible are usual, but not required. 4 points/level.  

Partial Dice

You do not have to buy whole numbered dice of damage. Each +1 to damage counts as ±0.3 dice. Round the final cost up. For instance, an Innate Attack that does 1d+2 damage counts as 1.6 dice. If it were crushing (5 points/die), it would cost 1.6 x 5 = 8 points.   Some attacks do only 1 point of damage. This counts as 0.25 dice. Once again, round cost up. Such attacks can still be deadly – especially if they involve the Follow-Up or Cyclic enhancement!  

Special Modifiers

  Many special modifiers for Innate Attack appear under Attack Enhancements and Limitations. You can use these to create almost any attack – built-in guns, lasers, jets of liquid fire, gale-force winds, etc. – and to duplicate the capabilities of weapons.   Fatigue and toxic attacks intended to simulate poison or disease require modifiers. Noxious agents on Claws, Teeth, darts, etc. use Follow-Up. Gases and sprays   use Respiratory Agent (p. 108) or Contact Agent (p. 103), often with Area Effect (p. 102), Cone (p. 103), or Jet (p. 106). Attacks that depend on touch or on skin contact use Blood Agent (p. 102) or Contact Agent, plus one of Aura (p. 102) or Melee Attack (p. 112).   Regardless of other modifiers, Innate Attacks are treated as ranged attacks unless given the Melee Attack limitation; then they’re considered melee weapons.   After applying all relevant modifiers, name and describe the attack. You can be as general as “dragon fire” or as specific as “9mm machine pistol cybernetically implanted in right arm.” At the GM’s discretion, the description can imply additional noncombat abilities; for instance, a jet of high-pressure water could put out fires. The GM has the final say as to whether your description fits the campaign setting, and may modify the attack if necessary.  

Intuition 15 points

You usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ roll, with a bonus equal to the number of “good” choices and a penalty equal to the number of “bad” choices. On a success, he steers you to a good choice; on a critical success, he tells you the best choice. On a failure, he gives you no information; on a crit ical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one roll per question is allowed.   The GM should never allow Intuition to short-circuit an adventure– for instance, by letting the intuitive detective walk into a room, slap the cuffs on the guilty party, and close the case. At the most, Intuition would point the detective in the direction of a good clue. GMs who don’t think they can control Intuition should not allow it in their games.  

Language Talent 10 points

You have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next-highest level; thus, you can purchase a language at Accented level for 2 points or at Native level for 4 points.  

Legal Enforcement Powers 5, 10, or 15 points

You are a law Enforcer, with the accompanying powers and restrictions. In some times and places, this amounts to a license to kill. In others, it’s little more than the right to carry a badge and write parking tickets. The point cost depends on the kinds of laws you enforce, the Size of your jurisdiction, how answerable you are for your actions, and the degree of respect you must show for the civil rights of others:   • You have local jurisdiction, the ability to arrest suspected criminals, the power to perform searches with an appropriate warrant, and possibly the right to carry a concealed weapon. Examples: a Victorian bobby or a modern policeman. 5 points.   • As above, but you also have national or international jurisdiction, or are not obligated to respect the civil rights of others, or are free to engage in covert investigations, or may kill with relative impunity. Examples: an FBI Agent or a medieval Royal Guardsman. 10 points.   You have three or more of the above abilities. Examples: a Gestapo, KGB, or Stasi Agent. 15 points.   Legal Enforcement Powers almost always require an appropriate Duty. In some cases, a Reputation (positive, negative, or mixed) is also appropriate. All levels of Legal Enforcement Powers include Police Rank 0. To become a senior law Enforcer, buy more Rank.  

Legal Immunity 5 to 20 points

You are exempt from some or all of the laws of your society. Should you break the law, ordinary law enforcers do not have the power to charge you. Only one particular authority – your own church or social class, a special court, perhaps even your ruler can judge or punish you. The point cost depends on how sweeping the immunity is (GM’s judgment):   • You are not subject to ordinary laws, but the rules that govern your behavior are just as strict. Examples: a medieval abbot or a modern UN observer. 5 points.   • As above, but the laws that apply to you are less strict than those that apply to most people. Example: a medieval bard (see below). 10 points.   • You can do nearly anything you please provided you don’t injure the nation, church, or other power that granted you Legal Immunity in the first place. Examples: a medieval duke or an international diplomat (see below). 15 points.   For an extra 5 points, you may add “diplomatic pouch” privileges: you can send and receive mail or objects that the ordinary authorities cannot legally stop or examine.   Two classes of Legal Immunity are of special interest to adventurers:   Diplomatic Immunity: You are an interplanetary diplomat. You may ignore the laws of all countries except your own. While abroad, you cannot be prosecuted for any crime, no matter how grave; the local police may arrest you, but they cannot press charges. The only recourse for a foreign government is to declare you persona non grata. This means you must leave the country at once, ending your current assignment – and possibly your career. Foreign powers may request your extradition for normal prosecution, but your government is unlikely to comply. This trait always comes with a Duty to a government agency, and often has some level of Administrative Rank as a prerequisite. 20 points  

Less Sleep 2 points/level

You need less sleep than most people. A normal human requires 8 hours of sleep per night. Each level of this advantage – to a maximum of four levels – lets you get by with one hour less than this, giving you a few extra hours each day in which to study or work on other projects.  

Lifting ST 3 points per +1 ST

You have lifting capacity out of proportion to your mass. This is common for vehicles and supers. Add your Lifting ST to your ordinary ST when you determine Basic Lift (p. 15) for the purposes of carrying, lifting, pushing, and pulling. Lifting ST also adds to ST in situations where you can apply slow, steady pressure (grappling, choking, etc.). Lifting ST does not boost ST (or Basic Lift) for the purpose of determining HP, throwing distance, or damage inflicted by melee attacks or thrown weapons.   If you bought your ST with the Size limitation, apply the same limitation to Lifting ST. The No Fine Manipulators limitation does not give a discount, however.  

Lightning Calculator 2 or 5 points

You have the ability to do math in your head, instantly. This talent comes in two levels:   Lightning Calculator: You, the player, may use a calculator at any time, to figure anything you want – even if your character is fleeing for his life! For simple math problems, the GM may just say that your character knows the answer. 2 points.   Intuitive Mathematician: As above, but your ability is not limited to arithmetic. You can perform astrogation without a computer, do any level of engineering design in your head, and solve differential equations almost instantaneously. You never need a calculator; you yourself are far faster than that, and even faster than many computers. 5 points.   True mathematical geniuses will have one of the above traits and one or more levels of Mathematical Ability.  

Longevity 2 points

Your lifespan is naturally very long. You fail aging rolls only on a 17 or 18 – or only on an 18, if your modified HT is 17 or better.  

Metabolism Control 5 points/level

You can control normally involuntary biological functions such as pulse, blood flow, digestion, and respiration. Each level of Metabolism Control gives +1 on any HT roll that would benefit from such control (GM’s decision), including bleeding rolls (see Bleeding, p. 420) and rolls to recover from (not resist) disease and poison.   You can also enter a deathlike trance. Anyone unfamiliar with your metabolism must win a Quick Contest of Diagnosis vs. your HT + Metabolism Control to discover that you aren’t dead. In this state, each level of Metabolism Control reduces by 10% the amount of oxygen you need to stay alive (at level 10 or high er, you don’t breathe at all), and doubles the amount of time you can safely go without food or water. You are unaware of your surroundings while in your trance, but awaken automatically if injured. You may also set a mental “alarm clock” to awaken you after a certain amount of time has passed.   This ability is incompatible with the Machine meta-trait.  

Special Limitations

Hibernation: You can only use the trance ability, and get no bonus to HT rolls. Furthermore, you automatically enter a trance when exposed to certain environmental conditions – great cold, drought, etc. Work this out with the GM. In such conditions, you must make a Will roll to avoid hibernation. You can induce hibernation voluntarily. To do so, roll vs. Will-4 hourly until you succeed. You cannot set a precise “wake up” time. Set a duration, then multiply by (2d+3)/10. -60%.  

Microscopic vision 5 points/level

You can see details that would normally be invisible without a magnify ing glass or a microscope. Each level increases magnification by a factor of 10: 5 points gives 10x, 10 points gives 100x, and so on. This magnification only applies to objects within 1 foot. Level 1 suffices for ordinary forensic investigation. Level 3 (1,000x) is equivalent to the best optical microscopes. Level 5 (100,000x) is comparable to an electron microscope, capable of imaging viruses. Level 6 (1,000,000x) is on par with a scanning-tunneling or atomic force microscope, and can study an object’s atomic structure.  

Mimicry 10 points

You can duplicate any simple sound (alarm, gunshot, etc.) by listening to it for one second and making a successful IQ roll. You can also imitate voices by spending at least 10 seconds listening to them – live, recorded, or remotely – and making an IQ roll. This trait gives you no special ability to stun or deafen others with loud sounds, or to speak unpronounceable magic words. Buy any such capabilities separately.  

Mind Control 50 points

You can mentally dominate those you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will.   If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage, with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers. Once you stop, your control lingers for one minute per point by which you won the Quick Contest. (To increase this, add Extended Duration) If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but he doesn’t roll until he’s about to leap.   If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!   Mind Control often has limitations: Accessibility (Only on opposite sex), Sense-Based (for hypnotic voices, eyes, scents, etc.), and so on. It may also have attack modifiers, subject to the restrictions that apply to attacks with Malediction. Finally, you may apply the Cybernetic and Cybernetic Only modifiers from Mind Reading (see below).  

Special Enhancements

Conditioning: You can reconstruct the subject’s psyche and implant suggestions. In effect, you can add or remove any mundane mental disadvantage. Add Delusions for false memories, or Amnesia to wipe memories. Your victim must be under your control, cooperative, and conscious. Roll a second Quick Contest. You are at -1 per full -5 points of Disadvantages changed, but you may substitute Brainwashing skill for IQ.   Duration in days is equal to your margin of victory. If you win and roll a critical success, the conditioning is permanent! A conditioned subject who is no longer under your direct control imposes no penalty on the use of Mind Control on others. Note that another person with this ability can use it to undo your work. +50%.   No Memory: Your victims have no memory of anything that occurred while under your control. +10%.  

Special Limitations

Conditioning Only: You cannot use regular Mind Control – only Conditioning (above). Uncooperative victims must be restrained before you can use your ability. -50%.   Puppet: Your victims have no initiative while under your control, and temporarily acquire Slave Mentality. -40%.   Telepathic: Your ability is part of the Telepathy psi power. -10%.

Mind Probe 20 points

You can perform a deep “mind probe.” In effect, you can force the subject to answer any one specific question that he can answer with a brief sentence. To attempt a probe, you must first either touch your subject or successfully read his mind with Mind Reading (below). You must also share a language with him. To use Mind Probe, you must concentrate for one second and roll a Quick Contest of your IQ (or Interrogation skill, if higher) vs. your subject’s Will. If you win, you rip the answer from his mind. The answer is what the subject believes to be true – if he doesn’t know, he’ll tell you. If you lose, you may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should you critically fail, you cannot probe that person again for 24 hours.   You may use Mind Probe to ask as many questions as you wish, but each question is a new use of your ability, and requires a second of concentration and its own Quick Contest.  

Special Limitations

The special enhancements and limitations given for Mind Reading (below) are also available for Mind Probe.  

Mind Reading 30 points

You can eavesdrop on others’ surface thoughts. You must be able to see or touch the subject to affect him. Concentrate for one second and roll a Quick Contest of IQ vs. the subject’s Will. Modify the roll for range penalties to the subject. If you win, you can “hear” every thing the subject says, subvocalizes, or actively thinks about as a voice in your head. Received thought comes at the speed of speech. If you do not understand the language, or if your subject isn’t sapient, you only pick up feelings, images, and general intent. You can maintain Mind Reading for as long as you wish without further concentration. If you switch to another person, you must stop reading your current subject and roll a Quick Contest with the new subject. To read multiple subjects at once, take Compartmentalized Mind.   If you lose, you may try again, at a cumulative -2 per repeated attempt on that subject in the past hour. Should you critically fail, you cannot read that person again for 24 hours. Mind Reading is often psionic in origin, but it is just as likely to be a magical, divine, or even technological ability.   The Sense-Based limitation – especially Touch-Based – is common. If you take Hearing-Based, you can only read the thoughts of someone whose words you can hear, but can function as a “truthreader” or (with Universal) a “universal translator.”  

Special Enhancements

Cybernetic: You can affect entities with the Digital Mind trait, including all ordinary computers. Your IQ roll has a penalty equal to the system’s Complexity. A nonsentient system does not resist; just roll vs. IQ Complexity to succeed. +50%.   Sensory: You can also tap into your subject’s senses. This lets you experience everything he experiences. If he is tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning – or perhaps even a Fright Check! +20%.   Universal: You automatically understand thoughts, even those of nonsapient subjects and those with whom you do not share a language. +50%  

Special Limitations

Cybernetic Only: As for Cybernetic, but you can only read Digital Minds. -50%.   Racial: Your ability only works on those of your own race or a very similar race (for instance, humans are similar to elves, but not to dogs or trolls). Combine this with the Sense-Based limitation (Touch or Scent) to represent a race that can share thoughts through biochemical means. -20%.   Sensory Only: As for Sensory, but you can’t read thoughts at all. -20%.   Telecommunication: Your ability only works on those with whom you are presently in contact via Telecommunication. -20%.   Telepathic: Your ability is part of the Telepathy psi power. -10%.  

Mind Shield 4 points/level

You have a “shield” that warns you of and defends against mental attacks. Add your Mind Shield level to IQ or Will whenever you resist an advantage with the Telepathic limitation (see Chapter 6) and whenever you resist a spell listed under Communication and Empathy Spells or Mind Control Spells.   Your shield also resists attempts to locate your mind using magic or Psionics. Such abilities must win a Quick Contest against your Will + Mind Shield level to find you.   You may voluntarily lower your Mind Shield if you wish – for instance, to let a friend read your mind. Lowering or raising your shield is a free action, but it must take place at the start of your turn. Mind Shield does protect you while you are asleep or unconscious, unless you fell asleep or were knocked out while your shield was voluntarily lowered.  

Special Limitations

Cybernetic: Your shield protects against computer-related attacks e.g., the “Digital” form of Possession and the “Cybernetic” form of Mind Probe or Mind Reading – instead of magic and psi. This limitation is only available to those with Digital Mind. -50%.   Telepathic: Your ability is part of the Telepathy psi power.-10%.  

Mindlink

You have a permanent telepathic rapport with someone – often a twin, loved one, hive member, etc. You automatically succeed at all attempts to contact him with Telesend (see Telecommunication) and Mind Reading, provided he chooses not to resist or has Slave Mentality. Mindlink does not allow automatic contact across interstellar distances (more than 0.1 light-year), nor can it reach other dimensions, parallel worlds, etc.   Mindlink costs 5 points for a single person, 10 points for 2-9 people, 20 points for 10-99 people, 30 points for 100-999 people, and so on – add 10 points per tenfold increase in the number of people.   As a rule, the GM should only permit PCs to buy Mindlinks with Allies, Contacts, and Dependents; duplicates (see Duplication, p. 50 and other PCs (if their players permit).  

Special Modifiers

You may give Mindlink the same modifiers as your Mind Reading or Telesend advantage. In most cases, the GM should require this.  

Modular Abilities

You have a pool of character points that you can reallocate under certain conditions. You may rearrange these points to add a skill (spell, technique, etc.) or mental advantage temporarily– or to improve such a trait, if you already have it. When you do, you lose any abilities to which those points were previously assigned.   This advantage comes in “slots.” A slot can hold one skill or mental advantage at a time. Each slot has a fixed base cost, plus a cost per point in the pool for that slot. Both costs depend on the type of Modular Abilities you have.   Computer Brain: Your abilities are actually computer programs. The GM decides whether a program exists for a given ability. If you have Telecom munication, you may download programs, usually from a network. How long this takes depends on the speed of data transfer in the setting – a second per character point works well. In some worlds, you must pay for such programs; $100 per character point is typical. Cost per slot: 6 points base + 4 points per point of abilities.   Chip Slots: As above, but the pro grams come on physical chips that you must plug into a socket – usually in your skull. It takes three seconds to insert or remove a chip. Chips typically have negligible weight, but cost $100 to $1,000 per point of abilities. Cost per slot: 5 points base + 3 points per point of abilities.   Super-Memorization: You gain new abilities through rapid study. This takes a second per character point. You can “forget” a memorized ability instantly. You can only memorize abilities if you have a suitable reference work (book, film, tape, etc.). The GM determines the cash cost of such works. Cost per slot: 5 points base + 3 points per point of abilities.   Cosmic Power: You simply wish new abilities into being. This takes one second per ability. Unlike other Modular Abilities, you only ever have one “slot,” and can rearrange your points into as many or as few abilities as you wish, to the limit of your advantage. 10 points per point of abilities.   Use Preparation Required to increase the time needed to rearrange your points, and Limited Use to represent an ability that you forget immediately after using it.  

Special Enhancements

Physical: Your ability is not limited to skills and mental advantages. +50% for physical advantages only, or +100% for any mental or physical ability.  

Special Limitations

Spells Only: Your ability only works with magic spells, which must usually be “memorized” from a grimoire. This is mutually exclusive with Physical. -20%.   Virtual: The abilities gained only apply in virtual reality, astral space, or another limited realm. -50%.  

Neutralize 50 points

You can neutralize the psi powers of a single psionic individual. This is an active ability with an ongoing effect on the subject. It does not have to be psionic – it might represent a magical or high-tech way to drain psi abilities.   To use Neutralize, you must touch the subject (requires an Attack maneuver) and win a Quick Contest of Will. If you succeed, you successfully neutralize all your victim’s psionic powers (see Chapter 6) for a number of minutes equal to your margin of victory. This has no effect on the subject’s psionic Talents. Once you have neutralized someone, you cannot affect him again until his power recovers. A critical failure with this ability cripples it for 1d hours.  

Special Enhancements

Power Theft: When you successfully neutralize a psi, you acquire his powers! You gain all the psionic abilities you neutralized – including their enhancements and limitations – for the duration. You can’t use Neutralize again until these powers wear off. +200%.  

Special Limitations

One Power: You can only neutralize a specific psionic power; e.g., ESP or Telepathy. See Chapter 6 for a list of standard psi powers. -50%.  

Nictating Membrane 1 point/level

You have a transparent lens over your eyes that you can open and close like an eyelid. This lets you see normally underwater, and protects your eyes from sand, irritants, etc. Each level of Nictitating Membrane provides your eyes (only) with DR 1 and adds +1 to all HT rolls concerned with eye damage.  

Night Vision 1 point/level

Your eyes adapt rapidly to darkness. Each level of this ability (maximum nine levels) allows you to ignore-1 in combat or vision penalties due to darkness, provided there is at least some light.   Regardless of level, Night Vision only works in partial darkness. It has no effect on the -10 for total darkness (for that, get Dark Vision)

Obscure 2 points/level

You produce an effect that actively “jams” one particular sense, making it difficult to detect you and everything in your vicinity. You must specify the affected sense. This can be one of the five human senses or a sensory advantage such as Infravision, Radar, or one particular Detect. Examples include Obscure (Vision) for fog, Obscure (Hearing) for white noise, and Obscure (Radar) for electronic jamming. Obscure affects a two-yard radius centered on you. Add the Area Effect enhancement to increase this radius. The affected sense is at -1 per level of Obscure to detect anything within your radius. Ten levels will block the sense completely. The boundaries of the zone are easily detected by the affected sense, however; roll at +1 per level.  

Special Enhancements

Defensive: You are unaffected by your own Obscure ability. +50%.   Extended: Each related sense (Infravision as well as normal vision, Sonar as well as normal hearing, etc.) blocked beyond the first is +20%.   Ranged: You produce your obscuring effect at a distant point rather than around your body. This is a ranged attack with 1/2D –, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. Duration is 10 seconds. You can apply other modifiers to change these statistics. Unlike the usual Ranged enhancement, this modifier lets you use your ability again before its duration has expired (e.g., to simulate multiple smoke grenades thus, it is more expensive. +50%.   Stealthy: Your ability works invisibly, like a magical zone of silence. There is no bonus to detect the boundaries of your area of effect. +100%.

Special Limitations

Always On: You cannot turn this ability off. -50%.  

Parabolic Hearing 4 points/level

You can “zoom in” on a particular sound or area, and can filter out back ground noise from sounds of interest to you. Each level of Parabolic Hearing doubles the distance at which you can clearly hear any given sound.  

Patrons

A “Patron” is an NPC – or even an entire organization– that serves as your advisor, employer, mentor, or protector. An employer must be exceptional to qualify as a Patron, though; a Patron is much more than an ordinary boss!  

Power

The base point cost of a Patron depends on its power. Use the categories below as a guide, but note that some Patrons won’t fit neatly into any of them. The GM’s word is final.   A powerful individual (usually built on at least 150% of the PC’s starting points) or a fairly powerful organization (assets of at least 1,000 times starting wealth for the world). 10 points.   An extremely powerful individual (built on at least twice the PC’s starting points) or a powerful organization (assets of at least 10,000 times starting wealth). Examples: a limited manifestation of an extradimensional enemy, a billionaire, or a big-city police department. 15 points.   An ultra-powerful individual (built on as many points as the GM wants!) or a very powerful organization (assets of at least 100,000 times start ing wealth). Examples: a celebrity mercenary, a being with phenomenal power, or a big city. 20 points.   An extremely powerful organization (assets of at least 1 million times starting wealth). Examples: a large corporation or a very small nation. 25 points.   A national government or giant multinational organization (net worth basically incalculable), or a truly incomprehensible being who appears personally to intervene on your behalf. 30 points.   Note that the base cost to have an extradimensional being as a Patron is comparable to that for a powerful mundane Patron, but strange powers requires the Special Abilities enhancement (see below), which will greatly increase the final cost of a divine Patron!  

Frequency of Appearance

Choose a frequency of appearance, as explained under Frequency of Appearance. If the GM determines that your Patron appears at the start of an adventure, he may design the adventure to include an assign ment or aid from the Patron. He may also choose to leave out your Patron, if its appearance would make no sense or disrupt the adventure.   However, if the GM determined that your Patron could have appeared, and you try to contact your Patron during the adventure (for help, advice, etc.), then the contact is likely to be successful and you may receive aid. (Within reason – if you’re locked in a dungeon without any means of communication, you won’t be contacting anybody.) You will not know whether your Patron is “available” on a given adventure until you attempt to request aid. As a rule, you should only be able to reach your Patron for help once per adventure.   Remember that a powerful Patron could be helpful without actually intervening! A Chicago hood who can say, “I’m from Big Eddie,” or a crime fighter who can flash a Q-clearance card, may carry some extra weight in a tough spot.  

Party Patrons

Often, several PCs – perhaps the entire party – share a Patron (they are all agents of the same government, servants of the same cult, etc.). No matter how many characters share a Patron, the cost is not shared; each character must pay full price for the Patron. On the other hand, the GM will make an appearance roll for each character at the start of each adventure – and if the Patron appears for any of them, then it is usually available for all of them. The GM should scale the quality and quantity of the aid provided in proportion to the number of successful appearance rolls.  

Drawbacks of Patrons

If your Patron is an army, corporation, feudal lord, etc., you may owe it a Duty. A god or similar Patron may require a stringent code of behavior in return for its aid; see Self Imposed Mental Disadvantages. A Patron might also have powerful foes that are now your foes; this can give you an Enemy. Such factors can cut the effective cost of a Patron significantly, and turn it from a benefit to a considerable liability!  

Employers and Patrons

Not every employer is a Patron. If you can depend on your employer to get you out of trouble (at least some times), it might really be a Patron. Otherwise, it’s just a job. For example, a small police department is a 10 point Patron if, as most do, it takes care of its own. But the U.S. Army, though powerful, is not a likely Patron– at least for an ordinary trooper. You could say, “The Colonel takes care of his men.” But you could just as easily say, “I’m on my own if I get in trouble,” and play a soldier who does not have a Patron.

Examples of Patrons

• A powerful Technocrat as Patron to warriors (or young technocrats) whom he sends to investigate anomalies or attack foes.   • A crime lord as Patron to freelance thieves or assassins.   • A local police department as Patron to a private detective. (They might find him annoying at times, but he helps them out, and vice versa.)   • A local leader (in any world) as Patron to an adventurer.   • A large company as Patron to a troubleshooter or spy.   • A celebrity mercenary or politician as Patron to a news reporter.   • Any intelligence organization as occasional Patron to a freelance operative, or full-time Patron to its own agents. (The difference between this and ordinary jobs is that you can’t quit . . .)   You can apply the following modifiers after multiplying for frequency of appearance.  

Special Enhancements

Equipment: Your Patron supplies useful equipment that you can use for your own purposes, and that you would otherwise have to buy. This enhancement only applies if the equipment is yours once given. A soldier with a military Patron would not pay extra for his weapons, since when he goes off duty, he can’t take them along. An adventurer in the employ of a generous noble who hands out useful “gifts” would pay extra. +50% if the equipment is worth no more than the average starting wealth in the campaign, or +100% if it is worth more than that.   Highly Accessible: You can attempt to contact your Patron at any time even when you are locked in a dungeon, lost in the desert, etc. This is most appropriate if your Patron is a spirit, a god you can petition via prayer, etc. +50%.   Special Abilities: Your Patron wields power out of proportion to its wealth or point value. +50% if your Patron has extensive social or political power (e.g., the Governor of New York or the Pope), or +100% if your Patron has magical powers in a nonmagical world, possesses equipment from a TL greater than yours, grants you special powers, or has unusual reach in time or space.

Special Limitations

Minimal Intervention: Your Patron is less useful than its power level would suggest. On a successful appearance roll, the GM makes a reaction roll for your Patron to determine whether it actually provides aid; see Requests for Aid. On a Neutral or better reaction, you receive the aid your Patron thinks you need – which may or may not be what you want. This is the classic modifier for gods who have many other minions to aid, and frequently accompanies the Pact limitation. -50%.   Secret: Your Patron works behind the scenes. You do not know who it is and you cannot request aid directly. You might be able to call for help in such a way that the Patron gets the message (GM’s decision), but there is no guarantee that the Patron will take action. The only evidence of this kind of Patron is minor incidents and “lucky breaks.” This may take the form of information, equipment, or even direct aid . . . but only when it suits the Patron, and always in an untraceable way. A Patron like this often regards its aid as an investment on which it expects some return; therefore, it might not have your best interests at heart! Only the GM knows any of these details. You know nothing other than the fact that you have a Patron. -50%.   Unwilling: You obtained your Patron through coercion (e.g., black mail). It provides aid only because there is no other choice, and it definitely does not have your best interests at heart! You will eventually make one request too many (GM’s judgment perhaps if the appearance roll comes up 18) and lose the Patron: remove the Patron from your character sheet and lower your point value accordingly. Since a Patron is by definition more powerful than you are, taking an Unwilling Patron is risky. If the Patron can find a way to break your “hold,” it will, and may well become an Enemy! -50%.  

Payload 1 point/level

You can carry cargo or occupants inside your body! This might be a superficial feature (e.g., a surgically implanted “flesh pocket” or a natural pouch like that of a kangaroo) or an actual internal compartment. The latter is not just for machines – a Necroid might remove their now-useless intestines to smuggle contraband, for example.   Each level of Payload lets you carry up to Basic Lift/10 lbs. inside you.   Those without Injury Tolerance (Homogenous) (p. 60) or the Machine meta-trait should ask the GM’s permission before taking more than five levels of Payload. You must allocate your Payload between cargo and occupants when you buy the advantage:   Cargo: 20 lbs. of cargo space is roughly equal to one cubic foot of capacity. A typical car has about 10-20 trailer has about 2,400 cf.   Occupants: A human-sized being requires about 200 lbs. of capacity. For others, take average racial weight and increase it by 1/3. An actual cabin requires 10 times that weight. Your defensive advantages (DR, Sealed, etc.) also protect your occupants. If your occupants can control you, buy Controls separately – see Compart mentalized Mind.   Treat your Payload as part of your body, not as encumbrance or carried weight, when calculating Move and using advantages with limited carry ing capacity, such as Invisibility, Jumper, and Warp.   Machines that can push or pull large external loads – or pick them up and carry them with arms, cranes, etc.– have Lifting ST, not Payload. Ordinary cars and trucks have Payload, but forklifts, tugboats, and the like should buy Lifting ST to rep resent their abilities. Special Limitations  

Special Limitations

Exposed: Your Payload cannot be concealed and is not protected by your defensive advantages. You can apply this to any portion of your Payload. The main use of this limitation is to create motorcycles and similar unenclosed vehicles. -50%.  

Penetrating Vision 10 points/level

Penetrating Vision (sometimes called “X-ray vision”) lets you see through solid objects. Each level of this advantage allows you to see through up to six inches of normal matter. You can just barely see the out line of the substance you are looking through – not enough to impair vision in any way. Penetrating Vision automatically works in conjunction with all your other vision advantages (Infravision, Ultravision, etc.).  

Special Limitations

Blockable: Some substance completely blocks your vision. Common substances, such as plastic, stone, or wood, are -30%; less common materials, such as brick or asphalt, are -20%; one specific material, such as lead, is-10%.   Specific: Your ability only works through one particular substance. Common materials, such as brick, metal, or wood, are -40%; uncommon materials, such as ice or adobe, are-60%; absurd materials, such as chocolate or silk, are -80%  

Perfect Balance

You can always keep your footing, no matter how narrow the walking surface, under normal conditions. This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down. Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.  

Peripheral Vision 15 points

You have an unusually wide field of vision. You can see a 180° arc in front of you without turning your head, and have 30° of peripheral vision to either side of that. This gives you a 240° “arc of vision” for observation and ranged attacks. The figure below shows the arc of vision for a normal character (white) and for someone with Peripheral Vision (gray plus white). If you are playing with a battle map, you can make melee attacks into “side” (“right” and “left”) hexes as well as “front” hexes – although a one handed attack to the opposite side (e.g., attacking your left hex with your right hand) is clumsy and considered a Wild Swing. You still cannot attack a foe directly behind you except with a Wild Swing. This also helps on defense! If you are attacked from a “side” hex, you defend at no penalty. Even against attacks from the rear, your active defense is only at -2.   Out of combat, you get +3 to all rolls to detect Shadowing attempts or ambushes from behind, and the GM will always make a Vision roll for you to spot dangers “behind your back.”  

Special Limitations

Easy to Hit: Your eyes are on stalks, unusually large, or otherwise more vulnerable to attack. Others can target your eyes from within their arc of vision at only -6 to hit. -20%.

Plant Empathy 5 points

You have an unusual rapport with growing things. On encountering a plant, the GM will roll against your IQ. On a success, he will give you a general sense of its health and whether it is natural or supernatural in origin.   Furthermore, this advantage functions as Empathy with respect to sentient plants, and allows you to use your Influence skills on such entities, which will usually ensure a positive reaction. This ability frequently accompanies some level of Green Thumb (see Talent) and often Sense of Duty (Plants) or Vow (Use plant material only if gathered without severe injury to the plant).      

Possession 100 points

  You can move your consciousness from body to body. In theory, you could live forever this way, moving from dying bodies to healthy ones. However, you cannot survive outside a living host. Should your current body die, you will die! Thus, you must keep your current host alive . . . at least until you can find a replacement. To possess a new host, you must concentrate for one second and physically touch him. Attempts to possess your own Puppet succeed automatically. In all other cases, roll a Quick Contest: your IQ vs. the subject’s Will. Your victim resists at +5 if he is in combat with you or otherwise wary of you, so it is best to be subtle.   If you lose or tie, you are mentally stunned for 1d seconds. In addition, you may never attempt to possess that subject again – he is “immune” to you. If you win, you take over your victim’s body, completely suppressing his personality. Your previous host regains control of his body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession. You gain your new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and Disadvantages. You keep your own IQ, Perception, and Will, and all of your mental traits. Your social traits may apply, depending on the laws and values of your society.   Skills are a special case. Your IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. For instance, if you have Acrobatics at DX+3, then you would have Acrobatics-12 in a DX 9 body and Acrobatics-14 in a DX 11 body.   If you occupy a sentient host, you have sufficient access to his memories for the first few hours of the takeover to learn his name and daily routine, but not enough to learn IQ-based skills. To recall a specific fact from the host’s memories, you must roll vs. IQ, at -1 per hour since the takeover. Only one attempt is allowed for any given memory.   If you occupy a host for a long time, or hop between multiple bodies, the GM is free to adjust your point value to reflect the most expensive body you regularly occupy.   With suitable modifiers, Posses sion can represent diverse abilities seen in speculative fiction. Note that the Digital, Magical, Parasitic, Spiritual, and Telepathic limitations are mutually exclusive.  

Special Enhancements

Assimilation: When you enter a new body, you may choose to “forget” any of your current skills and use the points this frees up – and any unspent points – to learn ST-, DX-, or HT-based skills known by the host, at up to (host’s level)-1. For instance, if you do not know Acrobatics, but your host knows it at DX+3, you can pick it up at DX+2 . . . if you have enough points. Skills forgotten in order to learn new skills are gone. Skills learned from your host will move from body to body with you. +10%.   Chronic: When you exit a host, you can leave a “back door” that lets you possess him again without a Quick Contest. This lets you buy your former host as a Puppet. You can only use this enhancement if you have enough unspent points to buy a Puppet at the time you leave your host. +20%.   Mind Swap: Your host’s mind moves into your previous body instead of being suppressed – in effect, you “trade places.” +10%.   Telecontrol: You remotely control your new host as if he were a puppet, leaving your original body in a trance. You may choose to return to your body at any time, and must do so if your host falls unconscious or dies (but not if he sleeps). As a result, you do not die if your host dies. +50%.  

Special Limitations

Digital: This limitation is only available to Digital Minds. You take over computers, not living bodies. The target system must be connected to your current host computer via a network, and you must have complete access to it – voluntary or otherwise (see Computer Hacking). The target computer’s hardware must be complex enough to run your computer program; in general, its Complexity must be at least half your IQ (round up). You can also take over a computer using a copy of yourself while leaving the original intact! However, unless you have the Digital version of Duplication, any system you take over this way becomes an independent NPC that thinks it is you. This can be good or bad– the duplicate could become any type of Associated NPC. -40%.   Magical: Your advantage is an innate magic talent. If the subject is protected by a spell that repels hostile magic, you must win a Quick Contest of your IQ vs. that spell before you can make a possession attempt. If your victim has Magic Resistance, it subtracts from your IQ and adds to his Will during the actual possession attempt. -10%.   Mindlink Required: You can only possess someone with whom you have a Mindlink. If the link is ever jammed, out of range, etc., the possession ends. If the Mindlink has the Telecommunication limitation, Mindlink Required can represent control via an implant, telepresence, or similar technology. -40%.   No Memory Access: You have no access to your host’s memories. -10%.   Parasitic: You enter your host’s body physically. You must have Permeation (Flesh) to do this, unless your host has sufficient Payload to contain you – and your victim must have a higher Size Modifier than you. After entering your victim’s body, you may attempt to possess him. He resists with the higher of HT or Will. You aren’t forced out if you lose, but he is “immune” to you, so you need to find another host soon. While you are in someone else’s body, he (if he is still uncontrolled) or his friends might be able to use technological means to detect you – and possibly remove you. Attacks that penetrate or ignore your host’s DR can injure you, but his HP act as extra DR for this purpose. If you are microbial, you should purchase Injury Tolerance (Diffuse), which will protect you. The host nourishes you, and may have to eat extra food as a result. You can choose to leave at any time, the same way you entered. You may also temporarily release your host while continuing occupation. If you do, you will have to win a new Quick Contest to regain control. -60%.   Puppet Only: You may possess your own Puppets automatically, but you cannot possess anyone else. -30%.   Telepathic: Your ability is part of the Telepathy psi power. -10%.  

Pressure Support 5 to 15 points

Every character has a “native pressure.” For ordinary humans, this is the pressure of Earth’s atmosphere (“1 atmosphere”). A native pressure other than 1 atmosphere is a 0-point feature, but if you can survive for a prolonged period of time at a wide range of pressures, you have an advantage. This trait comes in three levels:   Pressure Support 1: You can survive at pressures between your native pressure and 10 times that. (This would enable a human to survive on most of Earth’s continental shelves.) 5 points.   Pressure Support 2: You can with stand pressures between your native pressure and 100 times that. (This would enable a human to survive any where in Earth’s oceans, save the deepest trenches.) 10 points.   Pressure Support 3: You are immune to the effects of high pressure. 15 points.   Pressure Support lets your body stay at a constant internal pressure with respect to a constant and uniform external pressure. This protects against attacks that manipulate ambient pressure or crush the entire body, but provides no defense against local ized or transient pressure changes. In particular, Pressure Support does not reduce or prevent damage from crush ing attacks or explosions of any kind. Those with Pressure Support often have the Sealed advantage, but this is not required.  

Protected Sense 5 points/sense

One of your ranged senses is protected against overload. It rapidly adapts to the most intense of stimuli, allowing you to function normally after a maximum of two seconds of impairment. You will never suffer permanent damage to that sense as a result of excessive sensory input, and you get +5 to rolls to resist temporary damage and Sense-Based attacks targeting that sense.   Protected Senses cost 5 points apiece. Protected Vision resists glare and eye damage from lasers, and lets Dark Vision, Infravision, and Night Vision adjust instantly from bright light to darkness. Protected Hearing protects against loud noises. Protected Taste/Smell filters out strong odors and tastes (but not toxins). The GM may permit other Protected Senses (Detect, Scanning Sense, etc.), with suitable justification.  

Psi Static 30 points

You are a psionic “null.” Psionic abilities cannot directly affect you or anything you are carrying or wearing. For instance, a telekinetic could throw a rock at you, but he could not levitate you or grab a sword from your hand.

Special Enhancements

Area Effect: You emit static in an area centered on you. The first level of Area Effect extends your static to everything within one yard. Each level after the first doubles this radius as usual; see Area Effect. +50%/level.   Switchable: You can switch this advantage off in order to allow friendly psis to affect you or operate within your area of effect. +100%.

Special Limitations

Resistible: Your ability is not absolute. A psi can “burn” through your static and affect those protected by it by winning a Quick Contest of Will with you. If the attacking psi ability already requires a Quick Contest, the attacker rolls only once but the target gets +5 to resist. -50%  

Psi Blade 15 points/level

You have a psionic ability to sheathe your weapon or striking limb in dense psionic energy. Like most psionic abilities, this requires FP to initiate and maintain, but while the ability is active you may choose to add one of the following modifiers to your melee or throwing attacks: burn, sur, dkb, or corr. You can only add one modifier at a time to an attack. Additionally, if attacking an organic being or anything with a 4th dimensional shadow, your attack deals damage to that shadow. This manifests as 1/2 of your rolled damage being dealt in SP in addition to their HP.

Psychometry 20 points

You can sense the history of a place or inanimate object – its use, its user’s personality, etc. To use Psychometry, you must touch the subject item or location, concentrate for one second, and make an IQ roll. This roll is at no penalty for an event that occurred the same day,-1 for one that occurred up to 10 days ago, -2 if up to 100 days ago, -3 if up to 3 years ago, -4 if up to 30 years ago, -5 if up to 300 years ago, and so on. At the GM’s option, you might notice very strong “vibes” on an IQ-4 roll, even if you aren’t concentrating.   On a success, you receive the general sense of emotions and events tied to the object or place . . . if it is linked to emotionally charged events (an uneventful history might leave no impressions at all). This is not always a good thing – a terrifying impression might require a Fright Check.   On a critical success, you experience an actual vision. No matter how well you roll, you cannot detect magic, spirits, etc. Still, a magic item, ghostly haunt, or ritual site is likely to have an emotionally charged history, giving strong impressions.   On a failure, you receive no impressions at all, and cannot attempt to read that object or place again for 24 hours.  

Special Limitations

ESP: Your ability is part of the ESP psi power. -10%  

Puppet 5 or 10 points

A Puppet is an Ally or Dependent who cannot resist your Possession advantage . When you use Possession on him, you succeed automatically! This may be due to his nature or some special knowledge you have: a curse, his true name, the key to his mind, etc.   A Puppet will always have IQ 0, or owe you a Duty, or be Reprogrammable. If he has a Duty, it must be Involuntary, and its frequency must be identical to the Puppet’s own frequency of appearance as an Ally or Dependent. Each Puppet costs 5 points. You can buy an entire group of related Allies as Puppets for 10 points. These costs are for the Puppet advantage only; you must pay for your Ally or Dependent separately. It is common but not mandatory for such Allies to have the Minion enhancement or the Unwilling limitation.  

Racial Memory 15 or 40 points

You have access to the memories of your direct ancestors (or earlier soft ware generations, for Digital Minds). This ability comes in two forms:   Racial Memory (Passive): Your talent is vague and totally passive. The GM secretly makes an IQ roll for you in any situation that your ancestors might have encountered. On a success, you get a feeling of déjà vu about the situation. It is up to you to interpret this. A critical success gives a vivid replay of ancient ancestral memories. On a failure, nothing happens. A critical failure results in a wrong impression. 15 points.   Racial Memory (Active): You may use this advantage actively. If you want to know something, the GM first determines whether or not your ancestors knew the answer. Then he rolls against your IQ to see if you can gain access to the information. If your ancestors didn’t have the answer and the roll succeeds, you will know that. On a critical failure, you will believe your ancestors didn’t know, even if they really did. This requires one turn of absolute concentration (the GM may require more elaborate preparations to recall very ancient memories). 40 points.  

Radiation Tolerance

Your cells or circuits are resistant to radiation. The cost of this advantage depends on the divisor of the effective dose of radiation you receive – after dividing by the Protection Factor (PF) of artificial protection such as armor.    
DivisorCost
2 5 points
5 10 points
10 15 points
20 20 points
50 25 points
100 30 points
200 35 points
500 40 points
1,000 45 points

Rapid Healing 5 or 15 points

Your wounds heal quickly. This trait comes in two levels:   Rapid Healing: Whenever you roll to recover lost HP or to see if you can get over a crippling injury, you get +5 to your effective HT. Prerequisite: HT 10+. 5 points.   Very Rapid Healing: As above, but when you roll to recover lost HT, a successful HT roll means you heal two HP, not one. Prerequisite: HT 12+. 15 points. Note that this advantage does not hasten recovery from the short-term effects of injury, such as stunning and knockout; get Recovery for that.  

Recovery 10 points

You recover from unconsciousness very quickly. When determining the length of time you remain unconscious for any reason, divide by all times by 60: hours become minutes, minutes become seconds . . . even a month-long coma becomes a mere 12 hour sleep.  

Reduced Consumption 2 points/level

You can go for a long time without food and water, or fuel – although you still require these things. (For indefinite endurance, see Doesn’t Eat or Drink) This advantage comes in four levels:   Reduced Consumption 1: You require 2/3 as much food and water, or fuel, as usual (“two meals a day”). 2 points.   Reduced Consumption 2: You require 1/3 as much food and water, or fuel, as usual (“one meal a day”). 4 points.   Reduced Consumption 3: You require food and water only once per week (“one meal a week,” or about 5% as much). 6 points.   Reduced Consumption 4: You require food and water only once per month (“one meal a month,” or about 1% as much). 8 points.  

Special Limitations

Cast-Iron Stomach: You require the standard amount of food and water, but the quality is irrelevant. You can eat rotten vegetables and fuzzy blue-green meat, and drink dishwater and sour milk. Instead of reducing how often you must eat, reduce your demands on life support (and your food costs) by a like amount: to 2/3 normal at level 1, 1/3 normal at level 2, 5% normal at level 3, and 1% normal at level 4. You get a bonus equal to your level (+1 to +4) to resist the effects of food-borne poisons or diseases not tailored expressly for you, but -3 on reactions from anyone watching you eat! -50%.   Food Only: You require less food, but the usual amount of water. -50%.   Water Only: You require less water, but the usual amount of food. -50%.  

Regeneration

Your wounds heal in mere hours, minutes, or seconds! To regenerate lost limbs, you will also need Regrowth (below) – but Regeneration will greatly accelerate that ability. Regeneration includes Rapid Healing at no extra cost. You cannot have Regeneration if you have Slow Healing or Unhealing. Regeneration is compatible with Draining, but it does not restore the daily HP loss due to that disadvantage. The cost of this trait depends on your regeneration speed:   Regeneration (Slow): You recover 1 HP every 12 hours, in addition to normal healing. 10 points.   Regeneration (Regular): You recover 1 HP per hour. 25 points.   Regeneration (Fast): You recover 1 HP per minute. 50 points.   Regeneration (Very Fast): You recover 1 HP per second. 100 points.   Regeneration (Extreme): You recover 10 HP per second. 150 points.  

Special Enhancements

Heals Radiation: You shed accumulated rads at 10 times the rate at which you heal missing HP. For instance, Regeneration (Regular) removes 10 rads per hour. This will heal “permanent” radiation damage. +40%.  

Special Limitations

Radiation Only: As Heals Radiation, but you only shed rads you do not heal HP. -60%  

Regrowth 40 points

You can regrow lost limbs and organs! A lost ear, finger, toe, claw, tentacle tip, etc. regrows in 1d weeks; a lost hand or foot in 1d+1 months; and a lost eye, arm, or leg in 2d+2 months. If you also have Regeneration (above), Regrowth works much faster: all lost body parts regrow in the time it takes you to heal to full HP.  

Special Limitations

Minor: You can only regrow ears, fingers, toes, and other small bits – not hands, feet, eyes, etc. -50%.  

Resistant

You are naturally resistant (or even immune) to noxious items or substances that are not direct, physical attacks. This gives you a bonus on all HT rolls to resist incapacitation or injury from such things.     The bonus from Resistant applies to all rolls to resist noxious effects within a particular category – usually some combination of disease, poison, and environmental syndromes (altitude sickness, the bends, space sick ness, etc.). It also applies to rolls to resist attacks that use these effects. This includes Afflictions with one of Blood Agent, Contact Agent, Follow Up, or Respiratory Agent, and Innate Attacks that have such modifiers and inflict toxic or fatigue damage.   Resistant does not protect against effects that Damage Resistance or Protected Sense either stop or provide a HT bonus to resist. This includes Afflictions and Innate Attacks that do not have any of the modifiers given above.   The base cost for Resistant depends on the rarity of the effects it counteracts.   Very Common: A broad category within the noxious items described above. Example: Metabolic Hazards (all threats that only affect the living, including all disease and poison, plus such syndromes as altitude sickness, bends, seasickness, and jet lag). 30 points.   Common: A group of related items encountered as often in nature as in an attack, or some other suitably broad subset of “Very Common.” Example: Poison (all toxins, but not asphyxiants or corrosives) or Sickness (all diseases and environmental syndromes). 15 points.   Occasional: A group of closely related items more often encountered in nature than as a deliberate attack, or a subset of a “Common” group. Examples: Disease (all bacteria, viruses, fungus infections, etc.) or Ingested Poison. 10 points.   Rare: A specific item or environmental syndrome, or a subset of an “Occasional” group. Examples: Acceleration (blackouts due to extreme G-forces), Altitude Sickness, Bends (decompression sickness), Seasickness, or Space Sickness; Nanomachines. 5 points.   Multiply base cost to reflect your degree of resistance:   You are totally immune to all noxious effects, and never have to make resistance rolls (write this as “Immunity” on your character sheet): x1.   You have +8 to all HT rolls to resist: x1/2.   You have +3 to all HT rolls to resist: x1/3.   Drop all fractions from the final cost.   An ordinary human could believably have any level of resistance to a mundane “Rare” item, such as Seasickness. He might also have Resistant to Disease (+3) [3], Resistant to Disease (+8) [5], or Resistant to Poison (+3) [5]. Anything more would be superhuman. Robots and other beings that are not truly “alive” must take Immunity to Metabolic Hazards [30]; this is already included in the Machine meta-trait. When in doubt, the GM’s word is final.   Mental Resistance: It is possible to be Resistant to a purely mental threat. This works as described above, except that the bonus applies to resistance rolls against IQ and Will instead of HT. “Psionics” is an allowed category, and is considered Very Common.

Scanning Sense

You can emit energy, bounce it off objects, and analyze the returned signal to build up a “picture” of your surroundings. This lets you discern Size and shape, but not color or fine detail (such as writing). It has nothing to do with the normal human sense of sight, and requires no light. As a result, you may ignore darkness penalties in combat. Perception is limited to a 120° arc in front of you.   Your sense is “active.” Anyone who can sense the signal you emit can detect you, out to twice your own range. Unlike other sensory advantages, however, you can turn this ability off; see Turning Advantages Off and On.   Below are several varieties of Scanning Sense. Each is a separate advantage, with its own special rules. Where these rules contradict the general ones given above, follow the special rules. Each sense also has a base range. To adjust this, take Increased Range or Reduced Range.   Radar: Your Scanning Sense uses radio waves. Base range is 2,000 yards. You can only detect large (human sized or larger), dense objects. On a Sense roll, you get a general idea of the relative Size of the object, and whether it is moving, but nothing more precise. You cannot get an actual “image” with Radar, or use it to aim attacks. Radar works best on flying targets; roll at -4 to spot anyone who is not silhouetted against the sky. Radar does not work at all underwater. 20 points.   Imaging Radar: Your Scanning Sense uses millimeter-wave radar. Base range is 200 yards. You can spot small objects and determine their shape, but you must make a Sense roll to distinguish fine relief (e.g., to identify a face). Imaging Radar can see through thin fabric or vegetation. You get +3 to locate objects like concealed weapons, and may ignore penalties for spotting objects hidden behind light brush. Ordinary radar detectors detect Imaging Radar at -4. Imaging Radar does not work underwater. 20 points.   Ladar: Your Scanning Sense uses a laser beam. Base range is 200 yards. Ladar is very similar to Imaging Radar, but the beam is narrower and offers better resolution. This gives -4 on rolls to locate objects of interest, but +4 on rolls to identify them. Only specialized ladar detectors can detect Ladar, and at -4 even then. Ladar can not penetrate dense smoke or solid objects. It has 10-50% range in falling rain or snow, and 1% range underwater. 20 points.   Para-Radar: Your Scanning Sense uses energy unknown to 21st-century science. Treat Para-Radar as Imaging Radar, except that it functions in any environment! Ordinary radar detectors cannot detect Para-Radar, although some ultra-tech sensors might be able to do so. 40 points.   Sonar: Your Scanning Sense uses ultrasonic sound waves. Base range is 2,000 yards underwater. You can spot small objects and determine their shape, but you must make a Sense roll to distinguish fine relief (e.g., to identify a face). Sonar does not function if you are deafened, and can be “jammed” or fooled by a very loud noise (e.g., an explosion). Individuals with Ultrahearing can detect Sonar. Sonar is much less effective in air: range is only 20 yards multiplied by air pressure in atmospheres (one atmosphere on Earth). Sonar is completely ineffective in vacuum. 20 points. Special Enhancements Extended Arc: You can scan an arc greater than 120°. A 240° arc (as described for Peripheral Vision) is +75%; a 360° arc (as described for 360° Vision) is +125%  Low-Probability Intercept (LPI): This is only available for Radar and Sonar. You can switch this enhance ment on and off. Turning it on makes your signal difficult to detect. This halves range, but your Scanning Sense can only be detected at 1.5 times the halved range. +10%.   Multi-Mode: This is only available for Radar. You can switch between Radar and Imaging Radar. (This is much cheaper than buying the two advantages separately, because they overlap to some extent.) +50%.   Penetrating: This is only available for Para-Radar. You can “see” inside any object within range. This functions exactly as Penetrating Vision 2. +50%.   Targeting: By taking an Aim maneuver, you can “lock onto” any object within range and determine its precise range and speed – just as if you had a high-tech rangefinder. This gives you +3 to hit that target with an aimed ranged attack. +20%.  

Special Limitations

Targeting Only: As Targeting, but you can only use your sense to “lock onto” targets already spotted with another sense; you cannot use it to spot things. -40%.  

Sealed 15 points

You are encased in a gas- and liquid-impermeable layer. This makes you waterproof, and grants complete immunity to corrosive or toxic agents that must touch skin or exposed machinery to work. You must still breathe, unless you also have Doesn’t Breathe; however, your exterior breathing apparatus (nose, snorkel, etc.) is protected by this trait. Likewise, you are not automatically pressurized; for that, take Pressure Support or Vacuum Support.  

Security Clearance

A government agency or corporation trusts you with access to sensitive information that would otherwise be “off limits” to someone of your Rank or Status. For instance, a general “cleared” for military secrets commensurate with his Military Rank would not have to buy Security Clearance separately, but a civilian with exactly the same level of access would have to pay points for the privilege. Point cost depends on your degree of access:   • You have access to a relatively narrow range of secrets on a “need to know” basis. Example: a strategic bomber Pilot, who might know secrets about aircraft, weapons, and targets5 points.   • You have either free access to a narrow range of secrets or “need to know” access to a broad range of secrets. Example: a counterintelligence officer, who would have limited access to many secrets, as part of his job is to protect them. 10 points.   • You have free access to a broad range of secrets. Example: a cinematic secret Agent, who will know almost any secret the plot requires him to know. 15 points.   Halve these values (round up) if the organization that grants the Security Clearance is of relatively minor importance (e.g., a small corporation or municipal government).   You cannot receive a security clear ance without a thorough background check. The GM is free to forbid this advantage to any PC who has a suspicious past (including such traits as Debt or Secret) or an unstable person ality (for instance, Paranoia or Sadism)  

See Invisible 15 points

You can see objects or individuals that are normally invisible. Buy this advantage separately for each kind of invisibility.  

Sensitive Touch 10 points

Your fingertips or equivalent organs are extremely sensitive, allow ing you to sense residual heat in a chair, faint vibrations in the floor as someone approaches, etc. You get +4 (in addition to any Acute Touch bonuses) on any task that utilizes the sense of touch; e.g., a Forensics roll to note the similarities or differences between two pieces of fabric, or a Search roll to feel out tiny concealed objects.  

Signature Gear

You have distinctive, valuable possessions unrelated to your wealth level. This gear is as much a part of your personal legend as are your reputation and skills. You must explain where it came from: you won your starship in a card game, inherited your magic sword from your mentor, etc. For equipment normally bought with money, such as weapons and armor, each point in Signature Gear gives goods worth up to 50% of the average campaign starting wealth (but never cash). For anything built as a character, use the rules under Allies instead. It is up to the GM whether to treat android companions, faithful steeds, custom vehicles, etc. as equipment (with a cash cost) or characters (with a point cost).   If you misplace Signature Gear or sell it unwillingly, or an NPC steals or confiscates it, the GM must give you an opportunity to recover it in the course of the adventure. If it is truly lost forever through no fault of your own, the GM will give you back your points (or replace the item with another of equal value). However, should you sell or give away your Signature Gear of your own free will, it is gone, along with the points spent on it!  

Silence 5 points/level

You can move and breathe noise lessly. You get +2 per level to Stealth skill when you are perfectly motion less, or +1 if moving (even in armor, etc.). These bonuses help only in the dark, or against listening devices, blind creatures, and others who must rely on hearing to find you.  

Single-Minded 5 points

You can really concentrate! You get +3 to success rolls for any lengthy mental task you concentrate on to the exclusion of other activities, if the GM feels such focus would be beneficial. You tend to ignore everything else while obsessed (roll vs. Will to avoid this), and have -5 to all rolls to notice interruptions. The GM may rule that certain complex tasks (e.g., inventing, magic, and social activities) require you to divide your attention. This trait has no effect in such situations.   

Slippery 2 points/level

You are hard to hold! You might be slimy, molecularly smooth, or surrounded by a force field that negates friction. Each level of this trait (maximum five levels) gives +1 on all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings.   

Social Chameleon 5 points

You have the knack of knowing exactly what to say – and when to say it – around your social “betters.” You are exempt from reaction penalties due to differences in Rank or Status. In situations where there would be no such penalty, you get +1 on reactions from those who demand respect (priests, kings, etc.).   

Social Regard 5 points per +1 reaction

You are a member of a class, race, sex, or other group that your society holds in high regard. To be an advantage, this must be obvious to anyone who meets you. This is the opposite of Social Stigma; membership in a given social group cannot result in both Social Regard and Social Stigma. Social Regard costs 5 points per +1 to reaction rolls, to a maximum of +4.   This is not a Reputation, despite the similarities in cost and effect. You are treated well because of what you are, not because of who you are. Think of it as “privilege by association.”   The way you are treated on a good reaction roll will depend on the type of Regard:   Feared: Others will react to you much as if you had successfully used Intimidation skill. Those who like you stand aside, while those who dislike you flee rather than risk a confrontation. You are met with silent deference, and perhaps even respect, but never friendly familiarity. Examples: a god among men or an Amazon Warrior.   Respected: You receive polite and obsequious deference, much as if you had high Status, regardless of your actual Status. Social interactions other than combat usually go smooth ly for you – but there will be times when the kowtowing gets in the way. Examples: a member of a Priest caste or a ruling race.   Venerated: Total strangers react to you in a caring way. They give up seats, let you ahead of them in lines, and receive your every word as pearls of wisdom. They also take great pains to prevent you from putting yourself in danger or even discomfort – even when you need to do so! Example: an elderly person in many societies.  

Special Rapport 5 points

You have a unique bond with another person. This acts as a potent version of Empathy that works only with one person, without regard to distance. You always know when your partner is in trouble, in pain, lying, or in need of help, no matter where he is. This requires no IQ roll. Your partner receives the same bene fits with respect to you. Both partners in a Special Rapport must buy this advantage. Your partner need not be a lover, or even a close friend, but the GM has the final say. In particular, the GM may wish to forbid PCs from buying Special Rapports with powerful NPCs who would other wise qualify as Patrons (or allow it, but require an Unusual Background).  

Spines 1 or 3 points

You have sharp spines, like those of a porcupine or an echidna, located on strategic parts of your body. This is defensive weaponry, intended to discourage attackers; you cannot use your Spines actively. However, you get a DX-4 roll to hit each foe in close combat with you once per turn, as a free action. Roll at +2 against foes who attacked you from behind. Those who grapple or slam you are hit immediately and automatically – and those who slam you take maximum damage!    Short Spines: One or two inches long. Do 1d-2 impaling damage. Reach C. 1 point.   Long Spines: One or two feet long. Do 1d impaling damage. Reach C.points.  

Striker 5, 6, 7, or 8 points

You have a body part that you can use to strike an aimed blow, but not to manipulate objects (see Extra Arms) or walk on (see Extra Legs). This might be a set of horns or protruding tusks, a heavy tail, a stinger, or any number of other natural weapons.   Your Striker can attack at reach C (“close combat only”), inflicting thrust damage at +1 per die; e.g., 2d-1 becomes 2d+1. Damage is crushing or piercing for 5 points, large piercing for 6 points, cutting for 7 points, or impaling for 8 points. See Innate Attack for details.   Roll against DX or Brawling to hit with your Striker. You can also use it to parry as if you had a weapon. Use the higher of (DX/2) + 3 or your Brawling parry.  

Special Enhancements

Long: Your Striker is long relative to your body. This increases your effective SM for the purpose of calculating reach (see Size Modifier and Reach. +100% per +1 to SM if you can attack at any reach from C to maximum, or +75% per +1 to SM if you can only attack at maximum reach (and never in close combat).

Special Limitations

Cannot Parry: You cannot parry with your Striker. -40%.   Clumsy: Your Striker is unusually inaccurate. This is common for tails and similar Strikers aimed from out side your usual arc of vision. -20% per-1 to hit.   Limited Arc: Your Striker can only attack straight ahead, straight behind, etc. Specify a direction when you buy the Striker. If your target isn’t in the right place, and you cannot maneuver to put him there, you cannot attack him at all.-40%.   Weak: Your Striker is unusually blunt or light, or simply incapable of using your full ST. It inflicts only basic thrust damage, without the +1 per die.-50%.  

Striking ST 5 points per +1 ST

You can strike more powerful blows than your ST score would indicate. Add Striking ST to base ST solely for the purpose of calculating thrust and swing damage (see Damage Table). Striking ST has no effect on HP or Basic Lift. If you bought your ST with the No Fine Manipulators or Size limitation, apply the same limitation(s) to Striking ST.  

Subsonic Hearing 0 or 5 points

You can hear very low-frequency sounds (under 40 Hz), such as the rumble of distant storms, the vibrations from incipient earthquakes, and the approach of stampeding herd beasts, armored vehicles, or dragons. This gives +1 to Tracking skill if your quarry is moving on the ground. Cost depends on your capabilities:   You can hear very low-frequency sounds only: 0 points.   You can hear very low-frequency sounds and other sounds: 5 points.   Note that Subsonic Hearing is included in the cost of Subsonic Speech (below you cannot take both traits.  

Subsonic Speech 0 or 10 points

You can converse using extremely low-frequency sounds. This trait includes Subsonic Hearing, above. Subsonic speech is slow (half-speed), and even if the frequency is shifted into the normal range, subsonic speakers are at -2 to Fast-Talk and any other skill where versatile speaking is important. However, subsonic speech carries twice as far as normal speech. Cost depends on your capabilities:   You can only communicate via Subsonic Speech: 0 points.   You can switch between regular speech and Subsonic Speech at will: 10 points.  

Super Climbing 3 points/level

You can climb very quickly. Each level of Super Climbing gives you +1 Move when climbing or using the Clinging advantage.  

Super Jump 10 points/level

You can make superhuman leaps! Each level of Super Jump doubles the distance and height you can achieve when jumping (see Jumping). Your Move while jumping is the greater of your normal ground Move and 1/5 your maximum long jump distance (thus, your maximum jump never takes more than five seconds). For instance, if your long jump were 100 yards, your jumping Move would be the greater of 20 and your normal ground Move.   You can jump at a foe in order to slam him. Figure the slam at your maximum jumping Move! You don’t need to make a separate roll to jump accurately.   Finally, if you fall a distance less than or equal to your maximum high jump, you take no damage. You can increase this distance by five yards with a successful Acrobatics roll.  

Talent

You have a natural aptitude for a set of closely related skills. “Talents” come in levels, and give the following benefits: • A bonus of +1 per level with all affected skills, even for default use. This effectively raises your attribute scores for the purpose of those skills only; thus, this is an inexpensive way to be adept at small class of skills. (Generalists will find it more cost effective to raise Attributes.)   • A bonus of +1 per level on all reaction rolls made by anyone in a position to notice your Talent, if he would be impressed by your aptitude (GM’s judgment). To receive this bonus, you must demonstrate your Talent – most often by using the affect ed skills.   • A reduction in the time required to learn the affected skills in play, regardless of how you learn them. Reduce the time required by 10% per level of Talent; e.g., Animal Friend 2 would let you learn animal-related skills in 80% the usual time. This has no effect on the point cost of your skills.   You may never have more than four levels of a particular Talent. However, overlapping Talents can give skill bonuses (only) in excess of +4.  

Cost of Talents 

The cost of a Talent depends on the Size of the group of skills affected:    Small (6 or fewer related skills): 5 points/level.   Medium (7 to 12 related skills): 10 points/level.   Large (13 or more related skills): 15 points/level.   Skills with multiple specialties are considered to be one skill for this purpose. Once you buy a Talent, the list of affected skills is fixed. (Exception: The GM may rule that a Talent affects new skills appearing in later GURPS supplements, or skills he invents in the course of the campaign, if the Talent would logically be of value to those skills.)  

Examples of Talents

The following Talents are considered standard, and exist in most campaigns:   Animal Friend: Animal Handling, Falconry, Packing, Riding, Teamster, and Veterinary. Reaction bonus: all animals. 5 points/level.   Artificer: Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, and Smith. Reaction bonus: anyone you do work for. 10 points/level.   Business Acumen: Accounting, Administration, Economics, Finance, Gambling, Market Analysis, Merchant, and Propaganda. Reaction bonus: anyone you do business with. 10 points/level.   Gifted Artist: Artist, Jeweler, Leatherworking, Photography, and Sewing. Reaction bonus: anyone buying or critiquing your work. 5 points/level.    Green Thumb: Biology, Farming, Gardening, Herb Lore, and Naturalist. Reaction bonus: gardeners and sentient plants. 5 points/level.    Healer: Diagnosis, Esoteric Medicine, First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, and Veterinary. Reaction bonus: patients, both past and present. 10 points/level.   Mathematical Ability: Accounting, Astronomy, Cryptography, Engineer, Finance, Market Analysis, Mathematics, and Physics. Reaction bonus: engineers and scientists. 10 points/level.   Musical Ability: Performance (Conducting), Musical Composition, Musical Influence, Musical Instrument, and Singing. Reaction bonus: anyone listening to or critiquing your work. 5 points/level.   Outdoorsman: Fishing, Mimicry, Camouflage, Naturalist, Navigation, Survival, and Tracking. Reaction bonus: explorers, nature lovers, and the like. 10 points/level.   Smooth Operator: Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire, Sex Appeal, and Streetwise. Reaction bonus: con artists, politicians, salesmen, etc. but only if you are not trying to manipulate them. 15 points/level.  

Custom Talents

At the GM’s option, you may create your own Talent with a custom skill list. However, the GM’s word is law when determining which skills are “related” and how may points the Talent is worth. Talents should always be believable inborn aptitudes. For instance, Sports Talent might make sense – some athletes really do seem to have a gift – but the GM ought to for bid Ninja Talent or Weapon Talent (but see Weapon Master)  

Teeth 0, 1, or 2 points

Anyone with a mouth has blunt teeth that can bite for thrust-1 crush ing damage. This costs 0 points, and is typical of most herbivores. You have a more damaging bite:   Sharp Teeth: Like those of most carnivores. Inflict thrust-1 cutting damage. 1 point.   Sharp Beak: Like that of a bird of prey. Inflicts thrust-1 large piercing damage. 1 point  Fangs: Like those of a Smilodon. Inflict thrust-1 impaling damage.points.  

Telecommunication

You can communicate over long distances without speaking aloud. You can send words at the speed of ordinary speech or pictures at the speed at which you could draw them. To establish contact requires one sec ond of concentration and an IQ roll. After that, no concentration is required. You can maintain multiple contacts, but the IQ roll is at a cumulative -1 per contact after the first.    Telecommunication works amid even the loudest noises, although interference and jamming can disrupt your signal. Those with suitable equipment may attempt to locate, intercept, or jam your transmission. This requires an Electronics Operation (Communications) roll for an electromagnetic signal, an Electronics Operation (Psychotronics) roll for a psionic signal, and so forth.    Each variety of Telecommunication is a separate advantage with its own benefits and drawbacks. Some forms have limited range, which you can adjust using Increased Range or Reduced Range.    Infrared Communication: You communicate using a modulated infrared beam. Base range is 500 yards in a direct line of sight. The short range and line-of-sight require ment make jamming and eavesdrop ping almost impossible under normal circumstances. You can only communicate with those who have this advantage or an infrared communicator. 10 points.   Laser Communication: You communicate using a modulated laser beam. Base range is 50 miles in a direct line of sight. The narrow beam and line-of-sight requirement make it extremely hard to eavesdrop on you. You can only communicate with people who have this advantage or a laser communicator. 15 points.   Radio: You communicate using radio waves. Base range is 10 miles. Your signal is omnidirectional, but because you can shift frequencies, eavesdroppers must still roll vs. Electronics Operation (Communications) to listen in. A side benefit of this ability is that you can receive AM, FM, CB, and other ordinary radio signals on an IQ roll (takes one second). Note that radio-frequency “noise” from lightning and unshielded electronics can interfere with Radio. Radio does not work at all underwater. 10 points  Telesend: You can transmit thoughts directly to others via magic, psi, or other exotic means (be specific!). Your subject receives your thoughts even if he lacks this ability. Range is theoretically unlimited, but the IQ roll to use this ability takes the range penalties given under Long Distance Modifiers. If you can not see or otherwise sense your subject, you have an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly. 30 points.  

Special Enhancements

Broadcast: This enhancement is only available for Telesend. It lets you send your thoughts to everyone in a radius around you. This requires an IQ roll at the long-distance modifier for the desired radius, plus an additional -4. +50%.   Short Wave: This is only available for Radio. You can bounce your signal off a planet’s ionosphere (if the planet has one). This lets you transmit to (or receive from) any point on the planet. Note that solar flares, weather, etc. can disrupt short-wave communications. +50%.   Universal: Your messages are automatically translated into your subject’s language. The GM may limit this enhancement to individuals from advanced tech levels, or restrict it to Telesend. +50%.   Video: You are not limited to simple pictures! You can transmit real-time video of anything you can see. +40%.  

Special Limitations

  Racial: Your ability only works on those of your own race or a very similar race, per Mind Reading. -20%.   Receive Only: You can receive but not send. This limitation is not available for Telesend. -50%.   Send Only: You can send but not receive. This limitation is not available for Telesend. -50%.   Telepathic: Your ability is part of the Telepathy psi power. -10%.   Vague: You cannot send speech or pictures. You can only send a simple code (e.g., Morse code) – or general concepts and emotions, in the case of Telesend. -50%.  Telekinesis 5 points/level   You can move objects without touching them. In effect, you manifest an invisible force that acts under your conscious direction at a distant point. Specify how you do this; possibilities include magnetism, psionic psychokinesis, an ultra-tech “tractor beam,” or a supernatural “poltergeist effect.” You can manipulate distant objects just as if you were grasping them in a pair of hands with ST equal to your Telekinesis (TK) level. You can move any object you have strength enough to lift, at a Move equal to your TK level, modified as usual for encum brance level (see Encumbrance and Move). Regardless of level, maximum range is 10 yards. To modify range, take Increased Range or Reduced Range   Telekinesis requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your TK may then perform one standard maneuver as if were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object; a Move maneuver to lift and carry it; an Attack maneuver to throw it, or to grab or strike directly; and so on.    No rolls are necessary for ordinary lifting and movement. For more complex actions, the GM might require you to make a DX or skill roll. In situations where you would roll against ST, roll against your TK level instead. All of the above assumes that you are using TK to perform a task at a distance. TK can also discreetly assistyou with such skills as Gambling (especially to cheat!), Lockpicking, and Surgery. In general, anything that would benefit from High Manual Dexterity gets a +4 bonus if you can successfully make an IQ roll to use your TK properly. On a failure, the GM may assess any penalty he feels is appropriate.   Grappling and Striking: You can use TK to attack a foe directly. Roll against DX or an unarmed combat skill to hit. Your foe defends as if attacked by an invisible opponent (see Visibility). If you grapple, your foe can not grab hold of the TK force, but he can try to break free as usual – and if he also has TK, he can take a Concentrate maneuver and use his TK level instead of his ST. The turn after you grapple a foe using TK, your TK can use a Move maneuver to pick him up off the ground, provided you have enough TK to lift his weight. Someone in this position can’t do anything that relies on ground contact (run, retreat, etc.), but can perform any other action that is possible while grappled.   Levitation: If you have enough TK to lift your own body weight, you can levitate. Take the Concentrate maneuver and have your TK take Move maneuvers to propel your body. For true psychokinetic flight, take Flight with the Psychokinetic limitation (below).    Throwing: By applying a TK impulse for a fraction of a second, you can throw objects faster (and farther) than you can move them. Take a Concentrate maneuver and have your TK take an Attack maneuver. This works just as if you were throwing the object with ST equal to your TK level. Roll against Throwing or Thrown Weapon skill to hit, depending on the object being hurled. For 1/2D and Max purposes, measure range from the object (not yourself!) to the target; for the purpose of range penalties, use the sum of the distance from you to the object and from the object to the target. Once you throw something, you have “released” your telekinetic grip your TK must take a Ready maneuver to pick it up again.   

Special Limitations

Magnetic: Your TK is “super magnetism,” and only affects ferrous  metals: iron (including steel), nickel, and cobalt. -50%  Psychokinetic: Your ability is part of the Psychokinesis psi power. This makes it mental (2) rather than physical (3). -10%  Visible: Your TK is not an invisible force, but a thick haze, glowing “tractor beam,” or similar. This makes it much easier for others to defend against your TK attacks (do not use the Visibility rules). -20%.  

Telescopic Vision 5 points/level

You can “zoom in” with your eyes as if using binoculars. Each level lets you ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties if you take an Aim maneuver to zoom in on a particular target. This  ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided you take an Aim maneuver for seconds equal to the bonus (see Scopes under Firearm Accessories). The benefits of this trait are not cumulative with those of technological aids such as binoculars or scopes. If you have both, you must opt to use one or the other.  

Special Limitations 

No Targeting: Your field of vision is broad and not “zeroed” to your ranged attacks. You get no Accuracy bonus in combat. -60% 

Temperature Control 5 points/level

  You can alter the ambient temperature. Heating or cooling is limited to 20° per level, and occurs at a rate of 2° per level per second of concentration. You can affect a two-yard radius at a distance of up to 10 yards. Use Increased Range or Reduced Range to modify range; add levels of Area Effect to increase radius.   This ability never does damage directly. For that, buy Innate Attack usually either burning (for flame) or fatigue (for attacks that damage by altering body temperature).  

Special Limitations

Cold: You can only decrease the temperature. -50%.   Heat: You can only increase the temperature. -50%.   Psychokinetic: Your ability is part of the Psychokinesis psi power, often called “cryokinesis” (for cold) or “pyrokinesis” (for heat). -10%.  

Temperature Tolerance 1 point/level

Every character has a temperature “comfort zone” within which he suffers no ill effects (such as FP or HP loss) due to heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. For nonhumans, the zone can be centered anywhere, but this is a 0-point feature for a zone no larger than 55°. A larger zone is an advantage. Each level of Temperature Tolerance adds HT degrees to your comfort zone, distributed in any way you wish between the “cold” and “hot” ends of the zone.   Temperature Tolerance confers no special resistance to attacks by fire or ice unless the only damage is a result of a rise or fall in the ambient temper ature. In particular, it cannot help you if your body temperature is being manipulated. In a realistic campaign, the GM should limit normal humans to Temperature Tolerance 1 or 2. However, high levels of this trait are likely for nonhumans with fur or a heavy layer of fat.  

Tenure 5 points

You have a job from which you cannot normally be fired. You can only lose your job (and this trait) as the result of extraordinary misbehavior: assault, gross immorality, etc. Otherwise, your employment and salary are guaranteed for life. This is most common among modern-day university professors, but also applies to judges, priests, senators, etc. in many societies.  

Terrain Adaptation 0 or 5 points

You do not suffer DX or Move penalties for one specific type of unstable terrain: ice, sand, snow, etc. Cost depends on your capabilities:   You can function normally on one specific type of unstable terrain, but suffer the DX and Move penalties that most characters experience on that terrain type when you traverse solid ground: 0 points.   You can function at full DX and Move both on solid ground and on one particular type of unstable terrain: 5 points.   You must buy this ability separately for each terrain type.  

Terror 30 points + 10 points per -1 to Fright Check

You can unhinge the minds of others. There are many way this effect can manifest: a chilling howl, mind-warping body geometry, or even divine awe or unbearable beauty. When you activate this ability, anyone who sees you or hears you (choose one when you buy this trait) must roll an immediate Fright Check.   If a victim succeeds at his Fright Check, he will be unaffected by your Terror for one hour. Add the Melee Attack limitation if your Terror affects only those you touch.  

Special Limitations

Always On: You cannot turn off your Terror to engage in normal social activities. This limitation often accompanies the extreme levels of Appearance – usually Hideous or worse, but possibly also Transcendent! -20%.  

Tunneling 30 points + 5 points per point of Tunneling Move

You can bore through Earth and stone, spewing rubble behind you. The passage you dig is wide enough for you to walk through. You move through stone at half normal Tunneling Move. The GM may wish to assess a chance that your tunnel collapses behind you. Roll each minute vs. the highest of Engineer (Mining), Prospecting-3, and IQ-4 to dig a stable tunnel. This can be modified upward for hard rock and downward for soft rock or loose Earth. Each halving of your Tunneling Move gives +1 on this roll.   

Ultrahearing 0 or 5 points

You can hear sounds in the frequencies above the normal range of human hearing (20 kHz). This allows you to hear dog whistles, sonar, motion detectors, etc. You can detect active sonar at twice its effective range. Cost depends on your capabilities:   You can hear only high-frequency sounds: 0 points.   You can hear high-frequency sounds and other sounds: 5 points.   This advantage is included in Ultrasonic Speech, below; if you have Ultrasonic Speech, you cannot take this as well (but don’t need to).  

Ultrasonic Speech 0 or 10

You can converse in the ultrasonic range. This advantage includes Ultrahearing, above. Note that many creatures find it intensely annoying or even painful to be within earshot of sustained ultrasonic pitches! Cost depends on your capabilities:   You can only communicate via Ultrasonic Speech: 0 points.   You can switch between regular speech and Ultrasonic Speech at will: 10 points.  

Ultravision 0 or 10 points

You can see ultraviolet light (UV). Solar UV is present outdoors during the day, even under cloud cover, but is stopped by window glass or any solid barrier (earth, stone, etc.). Fluorescent lamps also emit UV. Provided UV is present, you can make out more colors than those with normal vision. This helps you discern outlines; spot trace quantities of dust, dyes, etc.; and identify minerals and plants. You get +2 to all Vision rolls made in the presence of UV, as well as to all Forensics, Observation, and Search rolls to spot clues or hidden objects.    At night, a small amount of UV reaches the ground from the stars. This doesn’t let you see in the dark, but it does let you ignore -2 in darkness penalties (cumulative with Night Vision). UV penetrates farther under water than visible light. This lets you halve all vision penalties underwater (but in total darkness, you are as blind as anyone else). Cost depends on your capabilities You can only see UV, and are blind indoors, underground, or anywhere else there is no UV, even when there are normal light sources present: points.   You can see both visible light and UV: 10 points 

Unaging 15 points

You never grow old naturally and cannot be aged unnaturally. Your age is fixed at any point you choose and will never change. You never have to make aging rolls.  

Special Enhancements

Age Control: You can “age” in either direction at will, at up to 10 times the normal rate. +20%.  

Unfazeable 15 points

Nothing surprises you – at least, nothing that’s not obviously a threat. The world is full of strange things, and as long as they don’t bother you, you don’t bother them. You are exempt from Fright Checks, and reaction modifiers rarely affect you either way. You treat strangers with distant courtesy, no matter how strange they are, as long as they’re well- behaved. You have the normal reaction penalty toward any one who does something rude or rowdy, but you remain civil even if forced to violence. Intimidation just does not work on you.   You are not emotionless – you just never display strong feelings. The stereotypical aged kung fu master or English butler has this trait. You must roleplay this advantage fully, or the GM can declare that it has been lost. In a campaign where Fright Checks are an hourly occurrence, the GM can charge 20 points – or more! or disallow Unfazeable altogether. This advantage is incompatible with all Phobias.  

Universal Digestion 5 points

You have remarkably adaptable digestive processes that let you derive nutrition from any nontoxic animal or plant protein, no matter how alien or fantastic. This enables you to subsist on things that would normally be harmless but non-nutritious. You have no special resistance to poison, though; for that, buy Resistant. One side benefit of this trait is that you can quickly and safely dispose of any nontoxic, organic evidence by eating it!  

Unusual Background

This is a “catch-all” trait that the GM can use to adjust the point total of any character with special abilities that are not widely available in the game world. “Special abilities” might mean cinematic traits, magic spells, exotic advantages (for a human), supernatural advantages (for any one), or almost anything else – it depends on the setting. Players are free to suggest Unusual Backgrounds to the GM, but the GM decides whether a proposed Unusual Background is acceptable, and if so, what its cost and benefits are.    Not every unusual character concept merts an Unusual Background. The GM should only charge points when the character enjoys a tangible benefit. For instance, it would be unusual for a human to be raised by wolves, but unless this gave him spe cial capabilities (such as Speak with Animals), it would be background color, worth 0 points.  

Vacuum Support 5 points

You are immune to deleterious effects associated with vacuum and decompression (see Vacuum). This advantage does not give you an air supply; buy Doesn’t Breathe for that. Those with Vacuum Support usually have the Sealed advantage, and often have Radiation Tolerance and Temperature Tolerance, but none of these are required.  

Versatile 5 points

You are extremely imaginative. You get a +1 bonus on any task that requires creativity or invention, including most rolls against Artist skill, all Engineer rolls for new inventions, and all skill rolls made to use the Gadgeteer advantage.  

Vibration Sense 10 points

You can detect the location and Size of objects by sensing vibrations with your skin, whiskers, or antennae. You must specify whether this ability works in the air or in the water. Vibration Sense is not a substitute for vision. You can locate an opponent in the dark, but you cannot detect details (e.g., whether he is armed). In a perfectly still, dark chamber, you would have only a vague notion of the Size of the area, but you would be able to sense a barrier before you ran into it, and could find openings by sensing the flow of air or water.   To use Vibration Sense, make a Sense roll. Consult the Size and Speed/Range Table and apply separate bonuses for the target’s Size and speed, and a penalty for the range to the target. Wind (in air) or swift currents (in water) will generate “noise” that interferes with your sense. Find the speed of the wind or current on the table and assess the relevant speed penalty.   A successful roll reveals the rough Size, location, speed, and direction of movement of the target. It does not provide any information about the object’s shape, color, etc. Once you have detected something, you may target it with an attack. The modifiers that applied to your Sense roll also apply to your attack roll, but can never give you a bonus to hit. Note that if you are outside the element (air or water) where your ability functions, or if you are wearing a sealed suit, this ability does not work at all!  

Special Enhancements 

Universal: Your Vibration Sense works both in the air and in the water. +50%.  

Visualization 10 points

You can improve your chances at a task by visualizing yourself successful ly performing it. The closer your mental picture is to the actual circumstances, the greater the bonus. The visualization must be detailed and must involve a clear and specific action. This makes it useless in combat, where the situation changes faster than you can visualize it. To use this talent, you must concentrate for one minute. You, the player, must describe the scene you visualize (which can include senses other than sight) and the results you hope to achieve. Then make an IQ roll. You get a +1 bonus to the action you visualized for every point by which you succeed – if the circumstances correspond almost exactly to the visualization. If they are not quite the same, which will almost always be true, halve the bonus (minimum +1). And if something is clearly different, divide the bonus by 3 (no minimum). The GM can assess a further bonus of up to +2, or a penalty of any Size, for a good or bad description.  

Voice 10 points

You have a naturally clear, resonant, and attractive voice. This gives you +2 with the following skills:   Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll made by someone who can hear your voice.  

Weapon Master

You have a high degree of training or unnerving talent with a particular class of muscle-powered weapons (swords, bows, etc. – not guns). Available classes are:   All muscle-powered weapons. 45 points.   A large class of weapons. Examples: all bladed weapons, all one handed weapons. 40 points.   A medium class of weapons. Examples: all swords, all ninja weapons. 35 points.   A small class of weapons. Examples: fencing weapons (main gauche, rapier, saber, and smallsword), knightly weapons (broadsword, mace, shield, and lance). 30 points.   Two weapons normally used together. Examples: broadsword and shield, rapier and main-gauche. 25 points.   One specific weapon. 20 points.   In all cases, if a weapon can be thrown, the benefits of this advantage also apply when throwing that weapon.   When using a suitable weapon, add +1 per die to basic thrust or swing damage if you know the relevant weapon skill at DX+1. Add +2 per die if you know that skill at DX+2 or better. You also have half the usual penalty to make a Rapid Strike (see Melee Attack Options), or to parry more than once per turn (see Parrying). None of these benefits apply to default use.   You are familiar with – if not proficient in – every weapon within your class. This gives you an improved default: DX/Easy weapon skills default to DX-1, DX/Average ones to DX-2, and DX/Hard ones to DX-3. Note that these skills are no easier to learn, and may not be “bought up” from the improved defaults in order to save points.   Finally, you may learn any cinematic skill that names this advantage as a prerequisite (see Chapter 4) – e.g., Blind Fighting and Power Blow – if you could reasonably use that skill with your weapons of choice. The GM is the final arbiter in all cases.  

Wild Talent 20 points/level

You can simply do things without knowing how. Once per game session per level of this advantage, you may attempt a roll against any skill, using your score in the appropriate attribute: IQ for IQ-based skills, DX for DX-based skills, etc. You do not incur any default penalties, but situational and equipment modifiers apply normally, as do any modifiers for advantages or Disadvantages. Tech level is irrelevant: a TL3 monk could make an IQ roll to use Computer Programming/TL12! Wild Talent does apply to skills that normally have no default, provided you meet any advantage require ments. For instance, you could cast unknown magic spells provided you had Magery, or use unknown cinematic martial-arts skills provided you have Trained By A Master. Wild Talent has no effect on skills you already know.  

Special Enhancements

Retention: You can learn the skills you use! To do so, you must have one unspent character point available when you attempt the skill roll. On a success, you may buy the skill at the one-point level. You cannot improve a skill learned this way for one month, during which time you use it at -2. On a critical success, you can start improving the skill immediately, and there is no -2. On a failure, you cannot learn the skill; on a critical failure, you also lose your unspent character point! Regardless of success, if you lack any of the skill’s prerequisites, your skill is at -4 until you acquire them, and you cannot improve the skill in the interim. This enhancement does not let you learn skills from a TL higher than your own. +25%.  

Special Limitations

Emergencies Only: Your Wild Talent only works in life-threatening situations, such as mortal combat. To use it, you must ask for a particular result related to your predicament. Your request must be specific (e.g., “Get him away from me.”), but you cannot specify a skill (e.g., “Use Judo” or “Cast the Command spell”). The GM will then choose a skill that could bring about the desired result. He is not limited to mundane skills; he may choose a spell if you have Magery, a cinematic martial-arts skill if you have Trained By A Master, and so forth.    Once the GM has chosen, roll against the governing attribute, as usual. If the GM feels you already have skills equal to the task, he will advise you on which skill to use. This still counts as one of your uses of Wild Talent! -30%.   Focused: You can only use (and if you have Retention, learn) one specific class of skills. Options include Mental (mundane skills based on IQ, Perception, or Will), Physical (mundane skills based on ST, DX, or HT), Magical (spells), and Chi (cinematicmartial-arts skill). -20%.  

Zeroed 10 points

You do not officially exist. Even the highest authorities in the land know nothing about you. In a fantasy setting, you are a “mysterious wanderer”; magical divination cannot discover conclusive details about your past or true identity. In a high-tech world, you don’t appear in the public records – and if computer databases exist, they contain no evidence of your existence.   You must provide a reason for this; e.g., your parents hid you away at birth, you are legally dead, or you somehow managed to destroy all the records (explain how!).   To maintain this status, you must deal strictly in cash or commodities. Credit and bank accounts must be blind (keyed to pass-code, not a person – the “Swiss bank account”) or set up through a Temporary Identity. If the authorities investigate you, they will initially assume that there has been an error. They will become increasingly concerned as no information can be found about your life.   Eventually, they will attempt to apprehend you. If they can’t find you, then they’re likely to give up. But if they catch you, you are in for a thorough interrogation, possibly involving torture, mind probes, or worse. After all, a nonperson has no rights . . . and it will be very difficult for your allies to prove that you are being held, as you don’t officially exist!   

Perks

A “perk” is a very minor advantage, worth only 1 point. Perks cannot be modified with enhancements or limitations, and they can be added in play without upsetting game balance. Otherwise, perks use the same rules as other advantages. The GM is encouraged to create new perks. No perk should provide wealth, social standing, or combat bonuses. A perk can provide a modest bonus (up to +2) to an attribute, skill, or reaction roll in relatively rare circumstances. The GM may allow more generous bonuses, if they apply only in extremely rare situations  

Accessory

Your body incorporates a tool or other useful gadget (e.g., a siren or a vacuum cleaner) that provides minor, noncombat benefits not otherwise covered by a specific advantage.   

Alcohol Tolerance

Your body metabolizes alcohol with remarkable efficiency. You can drink steadily for an indefinite period with no major detrimental effects. Binging affects you as it would anyone else. You get +2 on all HT rolls related to drinking.  

Autotrance

You can enter a trance at will. This requires one minute of complete concentration and a successful Will roll, at -1 per additional attempt per hour. You must make a Will roll to break your trance. If you fail, you can try again every five minutes.  

Deep Sleeper

You can fall asleep in all but the worst conditions, and can sleep through most disturbances. You never suffer any ill effects due to the quality of your sleep. You get an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if you have Combat Reflexes.  

Fur

You have fur. This prevents sunburn. Thicker fur might justify 1-3 levels each of Damage Resistance and Temperature Tolerance, while spiky “fur” might grant Spines. You must buy these other traits separately.  

Honest Face

You simply look honest, reliable, or generally harmless. This has nothing to do with your reputation among those who know you, or how virtuous you really are! People who don’t know you will tend to pick you as the one to confide in, or not to pick you if they are looking for a potential Criminal or troublemaker. You won’t be spot checked by customs agents and the like unless they have another reason to suspect you, or unless they are truly choosing at random. You have a +1 to trained Acting skill for the sole purpose of “acting innocent.”

No Hangover 

No matter how much you drink, you will never get a hangover. This does not mitigate the effects of intoxication – it just eliminates the unpleasant aftereffects.   

Penetrating Voice 

You can really make yourself heard! In situations where you want to be heard over noise, others get +3 to their Hearing roll. At the GM’s option, you get +1 to Intimidation rolls if you surprise someone by yelling or roaring.  

Sanitized Metabolism 

You are totally clean. Your body produces minimal, sanitized waste products, and you never suffer from bad breath, excessive perspiration, or unsightly skin problems. This gives -1 to attempts to track you by scent and +1 to reaction rolls in close confines (cramped spaceships, submarines, elevators, etc.).  

Shtick

You have a cool move or slick feature that sets you apart from the masses. This provides no combat or reaction bonuses, and you can’t use it to earn money, but it might occasionally give you some minor benefit in play (GM’s discretion). Example: your clothing is always spotless, even after combat or swimming the Nile; you can run, climb, fight, etc. while wear ing high heels without suffering any special penalty for bad footing

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