Advantages are positive alterations to your character or abilities they have that can fundamentally change how certain aspects of that character work. Advantages are how we alter perception, social aptitudes, limbs, diet, and flesh to craft new and exciting races.
This also has the core elements of new powers and abilities, such as the building blocks of a dragon's breath weapon, or insectile wings on an Antinium.
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%.
5 points
You have an excellent sense of 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.
This ability does work underground, underwater, and on other planets.
This gives +3 to Body Sense and Navigation (Air, Land, or Sea).
2 points / level (max level 3 for each Advantage)
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 sense.
Acute Senses (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).
Acute Senses (Taste and Smell):
gives you a bonus to notice a taste or smell
(for instance, poison in your drink).
Acute Senses (Touch):
gives you a bonus to detect something by touch
(for instance, a concealed weapon when patting down a suspect).
Acute Senses (Vision):
gives you a bonus to spot things visually, and whenever you do a visual search
(for instance, looking for traps or footprints).
With the GM’s permission, you may also buy Acute Sense advantages for specialized senses such as Vibration Sense.
5 points
You can fight or otherwise act equally well with either hand.
You never suffer the -4 DX penalty for using your “off” hand.
This does not allow you to take extra actions in combat – that’s Extra Attack.
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. 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.
5 points
You are unusually talented at reading 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), Sense of Duty (Animals) or Vow (Vegetarianism).
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.
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.
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.
2 points / level
You are adept at holding your breath. Each level doubles the length of time you can do so.
Normal humans may not take this advantage – to be a world-record diver, learn Breath Control. Nonhumans and supers can combine this advantage with Breath Control!
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.
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, 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.
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 independent 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 (see Influence Rolls, p. 359); 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.
3, 5, 8, or 11 points
Claws come in 5 variety:
Blunt Claws (3 points): 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.
Hooves (3 points): 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.
Sharp Claws (5 points): Short claws, like those of a cat. Change the damage you inflict with a punch or kick from crushing to cutting.
Talons (8 points): 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).
Long Talons (11 points): Huge claws, like sword blades extending from your body! Treat these as Talons, but damage is +1 per die.
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, or Flesh, are -80%.
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.
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.
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 but before multiplying the injury for damage type. By default, natural DR does not protect your eyes or help against purely mental attacks, such as telepathy. Normal humans cannot purchase DR at all. 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
Giant tortoises 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
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 non-damaging 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 (chi, magic, 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 commonly 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.
Torso* (-10%), Arm or Leg (-20%), Face or Neck (-50%), Groin (-30%), Hands or Feet (-40%), Skull (-70%), Eye (-90%)
“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 penalties, 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.
“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.
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%.
15 points
Your body is unusually flexible.
You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way.
You get +5 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 -5 in penalties for working in close quarters (including many Explosives and Mechanic rolls).
5 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.
You automatically remember the general sense of everything you concentrate on, and can recall specific details by making an IQ roll.
This trait affects recall, not comprehension, and so does not benefit skills. However, it gives a bonus whenever the GM requires an IQ roll for learning: +5 for Eidetic Memory.
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.
5 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.
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.
This advantage works only on sapient (IQ 6+), natural beings. The equivalent talents for animals, plants, and supernatural entities are Animal Empathy, Plant Empathy, and Spirit Empathy, respectively.
2 points / level (max 5 levels)
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.
More information on Aging can be found here.
10 points each^
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 non combat 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 (p. 53) 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 additional 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. 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 dexterous 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 grapple. -50%.
Weak: The arm has less than your full body ST for lifting, striking, and grappling. If the arm has 1/2 your body ST. the limitation gives -25%, if the arm has 1/4 your body ST the limitation gives instead -50%.
Modifying Beings With One or Two Arms
Beings with one or two arms can use the special modifiers above. The 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.
5, 10, or 15 points^
If you can walk on a limb but cannot use it to manipulate objects, it is a leg in GURPS
For legs that double as arms, see Extra Arms.
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.
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.
5 points
You have better cardiovascular health than your HT alone would indicate.
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.
This advantage applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power psi or magic spells.
5 points
Your body is unusually flexible.
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).
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 a 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.
Flight Move is Basic Speed * 2 (drop fractions). 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 grant the ability to do complex acrobatics and tight turns; for that, buy the Aerobatics skill
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. +25%
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 space-craft). Once you have made velocity changes equal to your delta-v, you must refuel before you can change your velocity in space again.
Space Flight: You can fly in space or a vacuum (such as on the moon). Your Space Move is Basic Speed * 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 * 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 * 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; otherwise, 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 the 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 crippled (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%.
2 points (max 2 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 (p. 423). A successful Diagnosis roll (or a Mechanic roll, for machines) reveals the truth.
Example: Bruno has HT 12, with 15 HP, and 4 levels of Hard to Kill. He takes 45 points of damage, which reduces him to -30 HP. He must make two HT rolls to survive: one at -15 HP, one at -30 HP. He rolls an 11 for the first one, but on the second roll, he gets a 14. This is above his HT (12), but below his modified
2 points (max 2 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.
5 points (max 1 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, Lock Picking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clock-work).
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.
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 normal vision and Infravision: 10 points.
2 points / level (max 4 levels)
You need less sleep than most people.
A normal human requires 8 hours of sleep per night.
Each level of this advantage 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.
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!
You can find more information on Aging here.
15 points^
You were born lucky!
Once per hour of play, you may reroll a single bad die roll twice and take the best of the three rolls!
You must declare that you are using your Luck immediately after you roll the dice. Once you or anyone else has made another die roll, it is too late to use Luck. If the GM is rolling in secret (e.g., to see if you notice something), you may tell him you are using your Luck ahead of time, and he must roll three times and give you the best result.
Your Luck only applies to your own success, damage, or reaction rolls, or on outside events that affect you or your whole party, or when you are being attacked (in which case you may make the attacker roll three times
and take the worst roll!).
You cannot share Luck.
If Strong Sam is trying to kick open a door, Lucky Lou can’t stand behind him and transfer his Luck. He’ll have to kick that door himself. Once you use Luck, you must wait an hour of real time before using it again. You cannot play for hours without using Luck and then use it several times in a row!
Special Limitations
Active: Your Luck is a conscious supernatural power. You must declare that you are using it before you roll the dice. It cannot be used “after the fact” to reroll a bad result. -40%.
Aspected: Your Luck applies only to one specific class of related tasks, such as athletics, social interactions, or skills you use at your job. “Combat” is a valid choice, but it only affects weapon skill rolls, active defenses, and ST or DX rolls for close combat – not DX rolls to avoid tripping, HT rolls to survive, etc. -20%.
Defensive: You can only use your Luck to reroll failed active defense rolls, resistance rolls, or HT rolls to resist the effects of injury, or to make an opponent reroll a critical hit against you. -20%.
level 0 costs 5 points, each level after costs 10 points / level
Magery is a complicated advantage that allows the used to see and manipulate magic.
I have put the rules for Magery on a different page here.
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.
1 points / level (max 3 levels)
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.
1 points / level (max 3 levels)
Your eyes adapt rapidly to darkness.
Each level of this ability (maximum 9) allows you to ignore -1 in combat or vision penalties due to darkness, provided there is at least some light.
Night Vision only works in partial darkness.
It has no effect on the -10 for total darkness (for that get Dark Vision).
15 points
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.
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.
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%.
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 and often Sense of Duty (Plants) or Vow (Use plant material only if gathered without severe injury to the plant).
2 points / level (max 4)
You can go for a long time without food and water, or fuel – although you still require these things.
Level 1: You require 2/3 as much food and water, or fuel, as usual (“two meals a day”).
Level 2: You require 1/3 as much food and water, or fuel, as usual (“one meal a day”).
Level 3: You require food and water only once per week (“one meal a week,” or about 5% as much).
Level 4: You require food and water only once per month (“one meal a month,” or about 1% as much).
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 ⅔ or ⅓ normal. You get a +1/level bonus 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%.
5, 10, 15, or 30 points^
You are naturally resistant (or immune) to noxious 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 sickness, 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 (30 points): 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).
Common (15 points): 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).
Occasional (10 points): 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.
Rare (5 points): 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.
Multiply base cost to reflect your degree of resistance:
You are totally immune to all noxious effects, and never have to make resistance rolls: - x 1
You have +8 to all HT rolls to resist: - x 1/2
You have +3 to all HT rolls to resist: - x 1/3
*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. Golems, robots, undead, and other beings that are not truly “alive” must take Immunity to Metabolic Hazards [30]; this is already included in the Machine meta-trait.
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.
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.
2 points / level (max 3 levels
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 gives +1 on all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings.
5 points
You can talk normally while submerged, and you can understand what others say while underwater.
Special Enhancements
Interface Crossing: You can talk to those outside of the water while submerged, and can understand people on the surface talking to you. +50%.
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: 5 points
Damage is Large Piercing: 6 points
Damage is Cutting: 7 points
Damage is Impaling: 8 points
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.
if you can attack at any reach from C to maximum. +100% per +1 to SM
if you can only attack at maximum reach (never in close combat). +75% per +1 to SM
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 outside 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%.
5, 10, or 15 points / level ^
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.
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 they would be impressed by your aptitude (GM’s judgment). To receive this bonus, you must demonstrate your Talent – most often by using the affected 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.
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: Group Performance (Conducting), Musical Composition, Musical Influence, Musical Instrument, and Singing. Reaction bonus: anyone listening to or critiquing your work. 5 points/level.
Outdoorsman: Camouflage, Fishing, Mimicry, 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: conartists, politicians, salesmen, etc. (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 many 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 forbid Ninja Talent or Weapon Talent (but see Weapon Master).
1 or 2 points
Anyone with a mouth has blunt teeth that can bite for thrust-1 crushing 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. 2 points.
1 points / level (max 3 levels)
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 temperature. In particular, it cannot help you if your body temperature is being manipulated.
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 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.
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:
0 points: You can hear only high-frequency sounds
5 points: You can hear high-frequency sounds and other sounds
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: 0 points
You can see both visible light and UV: 10 points
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!
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.
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 (p. 550) 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 senses. 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.
If you are outside the element where your ability functions, or if you are wearing a sealed suit, this ability does not work at all!
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.
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.
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.
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. This trance gives +2 on rolls to contact spirits, etc. You must make a Will roll to break your trance. If you fail, you can try again every five minutes.
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.
You have fur. This prevents sunburn. Thicker fur might justify 1-3 levels each of Damage Resistance and/or Temperature Tolerance, while spiky “fur” might grant Spines. You must buy these other traits separately.
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 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.
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.
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.).
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 wearing high heels without suffering any special penalty for bad footing.