ADVANTAGES & DISADVANTAGES
Advantages and Disadvantages are bought using SKILL POINTS (SPs) during character creation. Buying an Advantage will cost you skill points, while buying a Disadvantage will give you skill points. GMs may wish to limit the amount of points that characters spend on Dis/Advantages to balance play.
DISADVANTAGE LIST
Disadvantages represent faults or defects that some characters have. Some are physical, while others are mental. Disadvantages are severe flaws that have a profound impact on a character, and should not be done away with lightly
A final note on disadvantages. Characters are not required to have any at all. Though you may want to play a character who is quite honorable and trustworthy, it doesn't mean you must buy the Honor disadvantage. Buying the disadvantage merely forces you to role-play it under any and every circumstance. Playing an honorable character without the disadvantage means he isn't forced to do something he'd rather not do.
Absent Minded –Cost: -3 SPs
You have real trouble remembering small things... like people's names and so on. To remember stuff like names, the need to buy more ammo, the meeting time or place, roll INT dif 13. Also, you cannot take notes of game events.
Allergies -Cost: -2, -4, or -8 SPs
The character is allergic to some substance or another :
At -2, the character must make a Body save at -2, or he will experience unpleasant symptoms, such as sneezing, itching, etc. This might modify skill rolls (ie, -2 to Handgun for stinging, watering eyes, etc). At -4, the character will experience more severe symptoms, including high fever and respiratory distress. The character must make a Body save at -4. If the roll is failed, all skills will be lowered by half until the substance causing the attack is removed.
At -8, the character may have more severe reactions (ie, coma, vomiting, and death). A save must be made as per the -4 allergic disadvantage, but at a -6 modifier. The results are the same, but a failed result will ALSO cause 1 point of damage and the character must make a stun/shock save or fall into a coma. The damage will occur every hour until the substance causing the attack is removed.
Bad Temper -Cost: -3 or -6 SPs
The character must make a save against his Cool stat under certain conditions to avoid losing his temper. The severity of the situation should be reflected in modifiers to this roll. For example, a minor annoyance may grant a +2 bonus to the Cool save, while an irritating situation (a fender bender on the freeway during rush-hour traffic) might impose a -2 penalty. Temper tantrums last 1d10 rounds, after which time the grump can attempt an unmodified Cool save once per turn in order to calm down.
At -3, the character's temper is represented by a barrage of profanity, yelling, and screaming. At -6, the character gets violent when he loses his temper, lashing out at the object of his annoyance with whatever weapon is convenient (typically his body, but if he's holding a weapon of some sort, all bets are off).
Blindness -Cost: -4, -6, -8, or -12 SPs
The character is blind in one or both eyes.
At -4 and -6, the blindness is confined to one eye of the character's choice. This damage can be "bought off" at -4 (this involves replacement of the eye through organic or cybernetic parts), but not at -6. Having only one eye incurs a penalty of -2 to any action involving depth perception.
At -8 SPs, the blindness is total, and can be "bought off" using IPs, but must also be accompanied by surgery.
If bought at -12 SPs, the blindness is permanent (nerve degeneration, etc.), and cannot be repaired by any medical means.
Brain Lock -Cost: -3 SPs
You have been caught and convicted of a minor offence. Typical offenses include car theft, tax fraud or a mugging. You have had personality correction and are now uneasy when re-offending. Indeed, you almost suffer a phobia about being caught. When re-offending you must make a difficult [20] willpower roll. It gets easier as time goes, each time you succeed lowers the difficulty by a point. Common brain locks prevent drug use, firearms, computer hacking, speeding or sexual activities.
Close Personal Tie -Cost: -3 or -6 SPs
The character has a close friend or relative that he cares about. If the friend/relative is any amount of danger, the character is obligated to do anything in his power to help his Personal Tie. Should the Personal Tie die, or become an enemy, severe emotional distress may occur at the GM's discretion. At -3, the Personal Tie is capable of taking care of himself. At -6, the Tie totally relies on the PC for care.
Clumsy -Cost: -4 or -6 SPs
The character is a klutz. At -4 SPs, this only affects either manual dexterity (fine tuned work with the hands, shooting, etc.), or whole body agility (dancing, martial arts, running, etc.). At -6 SPs, it affects both (the character is a total clod). Consequently, the character automatically fumbles on a natural roll of 1 (i.e., he does not get to roll the second d10 for a 1-5 result before fumbling after rolling a 1). In addition, during times of stress (i.e., disarming a bomb, or walking through an antique shop), the character must make a Save against Cool, or break something (he's nervous because he knows he's an oaf.)
Compulsion -Cost: -2, -4, or -6 SPs
A character with this disadvantage does something compulsively. Such activities might include innocent things like cleaning up after other people, or they may be more self-destructive, such as a gambling or sex addiction.
At -2 points, the compulsion is more of a quirk than anything. It need not disrupt the character's life overmuch, and can usually be role-played. If it becomes an issue of concern, the player must make an Average save versus Cool to resist the impulse to indulge in his compulsion.
At -4 points, the compulsion is a serious psychological flaw. Whenever presented with the object of his obsession, the character must make a save versus Cool at -2 or be forced to pursue his compulsion.
At -6 the compulsion is a major problem, obvious to everyone the character meets. When faced with a circumstance relating to his compulsion, a character must make a save versus Cool at -4 to resist the temptation. Even if he resists, he will be obviously uncomfortable as long as he is subjected to the situation.
Compulsive Liar -Cost: -6 SPs
The character will lie to hear himself talk. He gets a kick out of spinning tales, and it doesn't even matter if the person he's talking to knows he's lying or not. Invariably, it may be hard for the character to find anyone who will believe him at all (i.e., The Little Boy Who Cried Wolf). This may mean as much as a -5 modifier to skills such as Fast Talk, Seduction, and Oratory if the people he is attempting to con know of his disorder. If the player wants his character to tell the truth, he must make a Save against Cool (at -2), or he will automatically lie.
Cowardice -Cost: -4 SPs
Any time the character tries to accomplish a task which may cause him physical harm, he must make a Save against Cool at -2 in order to show some guts and stick around. If he fails, he must run or hide, whichever is most convenient.
Criminal Record -Cost: -2, -4 or -6 SPs
A character with this disadvantage has been convicted of a crime sometime in his life. At level -2, it's a black mark on his past, and it might prevent him from getting certain jobs (employers don't want ex-cons). Also, since he's on a criminal database somewhere, he might be picked up as a suspect in other crimes, whether or not he committed them. This also gives police a reason to harass the character for no reason. At -4, the character is still on parole. He must visit his parole officer once a month, take a drug test each visit, and hold down a steady (legitimate) job. With penalty -4 it can also above all be indicated a penal criminal record a much long and greater control from part of the police (when crimes happen connect you to crime of the player). At -6, the character is an escaped convict, likely to be gunned down on sight by any police that recognize him. Being caught by police will mean another trip to the pen for an even longer duration.
Cyber-Rejection -Cost: -10 SPs
the character with this disadvantage cannot have any cyberware grafted onto or into his body or his immune system will violently reject it. If a Save against Body (at -4) is made, the Cybernetics will not work, and the character will take 2 points of damage daily until they are removed. This damage is cumulative, and will not heal. If the roll is failed, the character must make a Death Save once per hour until the cyberware is either removed or the character dies, in addition to taking the 2 points of damage per day.
Debt (Financial) -Cost: -2, -4, or -6 SPs
The character in question owes someone money. The nature of the debt is up to the player and GM to decide, but it shouldn't be an amount that the player can pay off immediately. This debt need not be based on money, but on equipment that was previously lost or damaged (a car that the PC wrecked, money owed in a court settlement, child support or alimony, etc.). The character need not pay all the money at once, but it must be a constant drain on his resources. Failure to make regular payments can lead to a lousy credit rating, repossession of equipment or property, and arrest. The debt amounts are guidelines, subject to the GM's whim and approval. For an additional -2 SPs, the debt is owed to a less-than-scrupulous party who will happily cause the character grief if he fails to pay up on time (for example, a mob bookie who sends three thugs to break a character's legs if he misses an installment). GMs, be aware that a character needs to buy off the debt with IP before he can completely pay the debt off.
At -2, the character must pay 200 Eurodollars a month for a year before the debt is paid off.
At -4, the character must pay 500 Eurodollars a month for a year, or 300 Eurodollars a month for two years, before the debt is paid off.
At -6, the character must pay 1000 Eurodollars a month for a year, or 600 Eurodollars a month for two years, before the debt is paid off.
Deep Sleeper -Cost : -2 SPs
The character is hard to wake up once he is asleep. A Deep Sleeper must succeed at an Intelligence save with a -4 modifier in order to wake up under normal circumstances (their alarm clock is going off, for instance). Loud noises or shaking might reduce this penalty, but will never grant a bonus. For each consecutive round that the disturbance continues, the penalty decreases by one point to a minimum of +0.
Divided Loyalty -Cost: -4 SPs
The character has a deep-seated loyalty for something or someone other than his current employer or fellow PCs (a government organization, a corporation, a gang, etc.). The interests of the character's employer (or controller or whatever) may not always be in line with that of the other PCs. The GM should discuss the details with the player prior to play, and then plan accordingly. Ignoring this disadvantage is a good way for a PC to end up in deep trouble. Unlike Close Personal Tie, this disadvantage does not necessarily represent a loved one or members of the character's family (though, in some particularly twisted circumstances, it could).
Domineering -Cost: -2 SPs
A character with this disadvantage likes to be in charge, and will attempt to fill the leadership role in any group. He is bossy, unforgiving of failure, and expects those below him to follow his orders to the letter. Domineering people are typically disliked by their underlings. This is reflected in a -2 penalty to any Leadership rolls made by the domineering character against NPCs who are familiar with him.
Drug Addiction -Cost: Varies (-2 to -10)
The cost for a drug addiction is based on the legality of the substance and the total cost per dose. Something that costs a lot, or is highly illegal, is probably going to be harder to get, and the risks involved in keeping your habit are greatly increased. Likewise, something that you can buy at the corner market for five dollars is going to be easier to purchase. When determining the cost of the addiction, cross-index the legality of the substance with the cost of the substance on the following chart :
Cost Legal/Common Prescription Type C Type B Type A
1-150 euro -2 -3 -4 -5 -6
151-300 euro -3 -4 -5 -6 -7
301-450 euro -4 -5 -6 -7 -8
451-600 euro -5 -6 -7 -8 -9
601-750+ euro -6 -7 -8 -9 -10
Ego Signature -Cost: -2 SPs
The character must leave a "calling card" behind, even during sensitive operations. This can amount to a piece of white lace, a silver bullet, a flower, or a chewed toothpick. Intentionally leaving such clues behind increases the likelihood that the character's identity will be eventually discovered. Whenever you do something you must make a cool roll (-2) or leave your ego signature behind.
Enemies -Cost: -2 SPs
For each -2 points spent on enemies, the player gets to roll up an enemy on the Friends and Enemies portion of the Lifepath.
Estranged -Cost: -4 SPs
An estranged character has trouble forming close personal relationships. This is reflected in a -2 penalty to most interpersonal skills (GM's discretion). A character who is Estranged cannot take the Empathy advantage.
Fearful -Cost: -1-4 point SPs
You are not a coward but are easily frightened. Threatening people are bad enough, while firefights terrify you. You suffer a penalty to resisting intimidation attempts and horror checks equal to the value of this penalty.
Fetish -Cost: -2, -4SPs
You have a sexual fetish that differs from the rest of the normal population. Being gay is not a fetish! You could be a rubber maid; a TV who likes being out en femme or a slave mistress.
A two point flaw means you have chosen to keep your secret to yourself or told a trusted friend. If you are and someone finds out you will be very embarrassed.
A four point flaw version means that you are well and truly out. You think nothing of rubbering up for a trip down town!
Modern people are fairly open minded, but there are still plenty of bigots. You are likely to suffer penalties to social rolls in some circumstances.
Flashbacks -Cost: -2, -4, or -6 SPs
The character suffers flashbacks from a traumatic experience he had earlier in life. Similar circumstances or stressful situations may trigger these flashbacks.
At -2, the character must make a Save vs. COOL or be stunned for a round.
At -4, he must make the save at -2, or be stunned for 1D5 rounds.
At -6, the character must make the save at -4, or he will begin to hallucinate, thinking that the current situation is, in fact, the old one. He must make a save every 1D10 minutes to "snap out of it," with a +1 modifier every subsequent roll until he recovers. This disadvantage can be "bought off" with IPs if psychological counseling is sought by the character.
Glass Jaw -Cost: -2 SPs
A character with this disadvantage is easily knocked out by blows to the head, and therefore suffers a -2 to Stun saves after taking such injuries.
Greedy -Cost: -2, -4 SPs
-2: You like to keep big reserves kept back just in case a major bill comes up. You always save you money, you are not a scrooge, just not a throwaway. You must make an average [15] FRE roll to splash out on anything that is not absolutely necessary. Vital purchases are rent, food and new clothes (occasionally).
-4: The character is selfish, miserly, and obsessed with money. When offered a bribe, a Save against Cool must be made at a -2 modifier in order not to accept it. In addition, people of this sort are known to betray friends for a few lousy bucks, and this may affect reputation as well.
Hearing Loss/Deafness -Cost: -2, -4/-6, -8, or -10 SPs
At -2 SPs, the character is a victim of partial hearing loss in both ears. This results in -2 to all hearing-related Awareness rolls, and the damage can be bought off.
At -4/-6 SPs, the character experiences total deafness in one ear (-4 to all hearing-related Awareness rolls). If at -6, this damage cannot be bought off.
At -8 SPs, the character is completely deaf in both ears. However, this disad can be bought off as long as costly surgery (involving bio- or cyber- enhancements) is performed as well.
At -10 SPs, the character is completely deaf in both ears, and this damage can't be bought off, no matter what.
Hemophilia -Cost: -6 SPs
A character with this disadvantage has blood that doesn't clot very well. When injured, the character will continue to take one point of damage a round until the bleeding is stopped, or until he dies. This will continue while the character is unconscious, as well.
Honesty -Cost: -2 or -4 SPs
At -2 points, the character won't lie, cheat, steal, or break the law unless it is a life-or-death situation. At -4 points, the character will never behave dishonestly in any way at all, although he may be evasive.
Honor -Cost: -2 or -4 SPs
At -2 points, the character will do anything to accomplish his duty, including placing his life in danger. If it appears as though his acts will bring certain death, he can back out.
At -4 points, the character will go so far as dying if it will accomplish his mission.
Hunted by the Police –Cost: varies
You are hunted by the police - usually for a crime you committed or are suspected of, but sometimes it's just a vendetta.
Hunted by a few local cops for whatever, personal, reason - 1 point
Hunted by the local police force - 3 points
Hunted by the State police force - 4 points
Hunted by a national police organization - 5 points
Hunted by a Corporation –Cost Varies
You are being hunted by one of the "corporate citizens" of your area. This can be for something you have done against them, or maybe they are looking to extract you.
Hunted by a small local firm - 1 point
Hunted by a medium local firm - 2 points
Hunted by a corporation with interests statewide - 3 points
Hunted by a national corporation - 4 points
Hunted by an Orbital - 5 points
Hunted by one of the BIG CORPORATE Multinationals - 6 points
Illiteracy -Cost: -4 SPs
The character cannot read or write, and has trouble with simple math.
Illness -Cost: -4, -6, or -10 SPs
A character with this disadvantage has a chronic disease or illness which cannot be cured through conventional medicine. Such illnesses can include arthritis, migraines, muscular and nervous disorders, diabetes, cancer, etc. Symptoms of specific illnesses should be reflected through play. Medical and trauma team care may be somewhat more expensive for a character with a chronic disease, since his condition requires that special steps be taken when treating him. Illnesses can be "bought off" if the proper treatment is sought during play.
At -4 points, the illness is minor and can be controlled through regular doses of prescribed medication, which can be quite expensive (GM's option). If the medication is not taken, symptoms of the illness will manifest within 1d6 hours. Symptoms can include pain and/or fatigue, and should be reflected in a -2 to all skill rolls due to distraction and feelings of ill health.
At -6 points, the illness is somewhat worse. Medication must still be taken to ease the symptoms of the disease, but either the medicine doesn't completely curb the symptoms or the medication itself causes adverse side effects. If the medication is not taken, symptoms will manifest within 1d3 hours, giving the character a -4 to all skill rolls. Even with his medication, a character still suffers a -2 bonus to Initiative, as well as to any other rolls that the GM deems relevant.
At -10 points, the character's illness is terminal, and he hasn't got very long to live. The GM should secretly roll 1D10+2 to determine how much longer (in months) the character has to live. For the time being, the character suffers as per the -4 point Illness disadvantage. Once half of this time has passed, his condition worsens to the -6 point Illness disadvantage. After half of his remaining time (be it weeks or months) has passed, the character's condition deteriorates rapidly. Past this point the character is bedridden, and no longer viable for standard play. Once his time expires, so does he.
Impaired Vision -Cost: -2 SPs
The character is a victim of nearsightedness, farsightedness, or astigmatism (-2 on visual awareness roll). This can be corrected by the use of contact lenses or glasses. The defect cannot be repaired completely (i.e., cyber eyes or organic replacements, or surgery) unless the disadvantage is "bought off" using IPs.
Impulsive -Cost: -2 SPs
Impulsive characters find talking and planning to be a tedious waste of time, instead preferring to go out and get the job done. They are generally impatient (though this need not always be the case), and grow agitated if things don't seem to be moving as fast as they'd like. GMs should feel free to tempt Impulsive characters into performing rashly.
Intolerant -Cost: -3SPs
You are a bigot and strongly dislike certain "types" of people; a particular group (a religion, ethnic group, gang or company); or everyday occurrence (drugs, traffic). Anyone from the above groups are completely beyond redemption in your eyes. When you encounter your target of hatred, you must make a difficult [20] cool roll to maintain your manners (if you have any). No matter what the roll, your social skill totals are halved. The subject of your hostility will pick up on your attitude, so they may act less friendly to your associates.
Kleptomania -Cost: -6 SPs
The character is a compulsive thief who will steal anything he thinks that he can get away with. What's more, he may not even realize that he's stealing anything until he is caught. When faced with an opportunity for thievery, the player (or the GM, secretly) must make a Save vs. Cool at -2. If the save is failed, the character must make an attempt to swipe the desired object (be it a string of faux pearls or a diamond ring). Failure of the theft roll could lead to incarceration or violent death.
Lechery -Cost: -2 or -4 SPs
At -2 points, the character is drawn to the opposite sex like a moth to a flame. Seduction rolls against this character are made at a +2 bonus to the seducer's roll.
At -4 points, the character is obsessed with sex, and will do whatever he can to get the objects of his desire into bed. The character also gets a -2 penalty to all Empathy-based skills when dealing with the opposite sex due to roving eyes and attitude. (Note: If characters are homo- or bisexual, this disadvantage can relate to feelings of the same sex as well.)
Moral Qualm -Cost: -2 or -4
There is something that the character is morally opposed to doing, such as harming children, lying, or using torture on a prisoner.
At -2, while the character won't actively participate in such activities, he will allow other PCs to indulge.
At -4, the character is so repulsed by the activity that he will take steps to prevent it from happening at all, and will not think very highly of those who do.
Masochism -Cost: -2 SPs
The character is a masochist, and derives pleasure from his own suffering. He will receive +2 to Resist Torture rolls, but may actually go out of his way in order to get hurt. Such methods may include self-mutilation, kinky sex, etc.
Missing Limbs -Cost: -4 SPs per limb
The character, through defect, mishap, or violence, is missing a limb (the extent of the deformation/injury is subject to discussion, and may grant more or less SPs). Normal cybernetic and vat-grown tissues can be grafted onto the character only after he/she has "bought off" the disadvantage with IPs, though non-cybernetic prosthetics can be used.
Mute -Cost: -4 or -6 SPs
The character cannot talk, due to defect, injury, psychological problems, etc. At -4 SPs, this disad can be "bought off" using IPs (surgery might be necessary, as well). At -6, the defect is permanent.
Nightmares -Cost: -2 SPs
The character is prone to nightmares. Every time the character tries to sleep, he must roll 1D10. On a result of 1 or 2, he experiences a nightmare which will be of such intensity as to wake him up. He will be unable to sleep the rest of the night. Subsequent nights which yield nightmares as well may incur modifiers to attribute and skill rolls due to exhaustion (roll a D6, on a 1 you are at -2 on all rolls for the day, on a 2 you are at –1).
No Pain Tolerance -Cost: -6 SPs
When the character takes damage, his stun/shock save must be made with a -2 modifier. If the roll is failed, the character is knocked unconscious or incapacitated due to pain (ie, rolling around on the ground screaming). If such a character is the subject of torture, he is likely to snap like a twig (-4 to resist torture).
Old Injury - Cost: -4 SPs
The character must roll on the Random Injury Chart and suffer whatever consequences arise. The effects of the injury, regardless of the severity, cannot be corrected until the disadvantage has been "bought off." This disadvantage is a total gamble, and should not be taken lightly. Nice GMs might allow players to roll for the injury prior to taking the disadvantage.
One-Hander - Cost: -2 SPs
You get -4 on rolls using your band hand (instead of the normal -3), and also get -1 on rolls requiring the strong use of both hands (firing rifles, intricate surgery, etc).
Overconfidence -Cost: -3 SPs
The character sees himself as better than he truly is. In his eyes he can take on anything and come out without a scratch. This can cause the character to take excessive risks which might get him into more trouble than he's actually worth.
Pacifism -Cost: -4 or -6 SPs
At -4, the character will under no circumstances kill anyone intentionally. Unintentional killing will cause feelings of guilt. The character may still harm opponents, either knocking them unconscious or crippling them.
At -6, the character will not intentionally hurt anyone. Hurting anyone will cause the character grief, and killing anyone may cause total mental breakdown.
Paranoia -Cost: -6 SPs
The character suffers from a paranoid delusion. Everyone and anyone might be out to get him, even you, and he trusts no one. This is a very strong delusion that calls for good role-playing. GMs are encouraged to be fiendish and feed the character's paranoia.
Phobia -Cost: -2, -4, or -6 SPs
At -2 points, the character has a minor fear of an object, animal, or circumstance. When faced with the object of his fear, the character must make a Save vs. COOL or he will refuse to face his fear. If the phobia it will have happened, the successive actions will have however one -1. Penalties of At -4 points, the character must make to Save vs. COOL with to -2 modifier. If he fails, he may panic and try to get away. If the phobia it will have happened, the successive actions will have however one -2. Penalties of At -6 Points, the character must make to Save vs. COOL with to -4 modifiers. If failure results, the character may faint or become hysterical. More rolls might be required as the situation dictates. If the phobia it will have happened, the successive actions will have however one penalty of -1.
Possible foible:
Crowds: If you are in a room or area with more than ten people, you could get freaked out.
Cyberware: Don't ever risk an implant. You don't know who designed it, what it really does and how IT could control you. As for people who have it, they are under THEIR control....
The Dark: The worse thing is, you can't see things coming. Night time is okay, but darkness freaks you out.
Enclosed Spaces: This is a common fear, getting into lifts isn't easy - there's not going to be enough air!!
Filth: What? Wade through all that crap? No way, there could be germs, dead things.. Eugh!
Fire: Its horrible, fire consumes. The smoke makes you gasp for air and the heat chars you flesh. Bonfires you can deal with, but a house blaze - GET ME OUTTA HERE!
Guns: I hate guns, they were made for killing. Best not carry out in case of accidental discharge, and better still, keep away from those gun freaks.
Heights: Hitchcock had it right, being that high up just isn't natural. Who knows if the floor won't give way, or the wind blow you off?
Loud Noises: Big bangs make you jump, explosions and thunder make you panic.
The Net: This place is full of data pirates and The Men in Black who electronically plot the digital ragnarok. Don't mess with computers or deckers.
Open Spaces: If you are out in the open, there is no cover, no shelter, no place to hide....
Scientists: They toy with nature like a child plays with matches. We're going to get burned again... it's enough that they know. They know things we we're meant to know..
Sea: The sea is bottomless, you could fall in and NEVER be found.
Sharp Objects: Okay so bullet kill, but they do it quickly. Knives or swords make you bleed, so you get to watch you life dribble away onto the pavement.
Technophobia: The modern world is a crazy place. It's made more so by the machines we use (Or do they use us?). Don't play with electronics or mechanical things - its not natural.
Poor Sense (Varies) -Cost: -2 SPs
When this disadvantage is taken, the player must specify either his character's sense of smell, taste, or touch. Awareness rolls made that involve the selected sense suffer a -2 penalty.
Promise -Cost: 1-4 SPs
You have vowed to yourself that you will, or will not, perform a certain deed. It could be trivial, like never take drugs, or it could be something dangerous, like swearing revenge on a corporation! Whatever it is, you must complete this compulsion at all times. Nothing stops you, and you must make a Cool roll, dif 17 to force yourself otherwise.
Trivial promises are worth one point and include: Never smoke; always wear a certain color or uniform; don't speed.
Minor promises are worth two points and include: Always tell the truth; follow a special diet (veggie, vegan or just special synthetic nutrient diet); uphold your religious beliefs; never have sex; never take recreational drugs; take revenge on the person who wronged you.
Major promises are worth four points and include: Never take any kind of drug; never have cybernetic or bioware implants; always carry a firearm; remove on all foes. Some strict religious beliefs fit here instead of in the minor penalties.
Rebellious -Cost: -2 SPs
One of the quintessential features of the stereotypical Cyberpunk character. A rebellious character suffers a -2 to all interpersonal skill rolls when dealing with authority figures (police, government officials, corporate officers, etc.).
Rival -Cost: -2 or -4 SPs
You have a rival, someone who presents legitimate competition in your area of expertise. Your rival should be a fully developed character, with skills and abilities that equal (or, in some cases, exceed) your own. Your rivalry need not be a hostile one, depending on the point cost of the disadvantage.
At -2, your rivalry with this competitor is almost friendly and tainted with professional courtesy. While the two of you aren't friends, you're certainly not enemies. Business, after all, is business.
At -4, your rival has taken a personal interest in making sure that he succeeds at your expense. He sees you as an obstacle to be overcome, and he will go out of his way (illegally, if need be) to overshadow you, outbid you for contracts, and generally make your business life unpleasant. This competition usually stops short of murder, though he may consider that as an option if the stakes are high enough.
Sadism -Cost: -4 SPs
The character gets a kick out of inflicting pain. This sort of character is capable of extreme violence, and must make a Save vs. COOL at -2 to keep from attempting to hurt (emotionally or physically) anyone that he has direct power over.
Shopaholic -Cost: -3 SPs
You are always spending money. Clothes, food, drink, drugs or the latest music video chip gobble up your money. You must make an average [15] willpower roll to save money. If you roll a 1 you spend D6 x 10% of your money and if you fumble you go on a massive spending spree and blow everything.
Sterile -Cost: -2 or -4 SPs
For whatever reason the character is unable to sire children.
At -2, the character can still function sexually, and retains all of his adult desires and sex drive.
At -4, the character has no carnal desires, and is unable to function, which may play havoc with his self-esteem. On the plus side, a character with this form of Sterility is immune to any attempts at Seduction.
Uncouth -Cost: -4 SPs
The character is at a loss in any social situation, whether it is meeting a new person or having dinner with the director of your local Arasaka branch. This reflects in a -2 modifier to skills such as Oratory, Interview, Leadership, Seduction, Social, and Fast Talk (-4 when one is to the center of the attention between strangers).
Unmistakable Feature -Cost: -2 SPs
The character has a birthmark, scar, tattoo, or other unusual feature that makes him easily identifiable to others. Note that this can include having an identical twin, or looking just like Marlon Brando. This can be "bought off" using IPs, but should be accompanied by cosmetic surgery.
Vendetta -Cost: -2, -4, or -6 SPs
The character has a score to settle with someone. The way he settles the score isn't important, but he must seek vengeance if the opportunity presents itself unless he makes a save against his COOL -2. At -2 SPs, the target of the character's hostility is a single individual, or a small group of people (i.e., a rival ops team, a small gang, etc.).
At -4, it's a moderate-sized gang, nomad pack, company, or organization.
At -6, he's after only the largest and/or most powerful group (i.e., Arasaka, the IRA, or LEDiv).
Weak Stomach -Cost: -4 SPs
Anytime the character sees anything disgusting or gross, he must make a Save vs. Cool. If he fails, he will become nauseous, suffering -4 to all skills until he is away from the offending sight. Just seeing blood itself gives him a +2 to his Cool, but stuff like severed heads and mutilated corpses can create a -4 (or worse) modifier.
ADVANTAGE LIST
What follows is a list of the advantages available in this version of Cyberpunk. Some of them emulate certain special abilities from Cyberpunk 2020, while most of them reflect on a certain excellent quality or aptitude a character exhibits. Advantages can only be bought during character creation using Skill Points.
Acute Sense (Varies) -Cost: 2 SPs
When a player selects this advantage, he also selects one of his five senses (sight, hearing, taste, smell, or touch). Awareness rolls made that involve that kind of stimulus receive a +2 bonus. This roll is more than just acute eyes, but actually better recognition and use of the optical part of the brain, so this benefit remains even if you have cybernetic replacements. This advantage may be taken up to five times, once for each of the senses.
Adrenaline Surge - Cost: 3 SPs
You can rely on a surge of pure adrenaline to increase your reaction times in combat. Whenever you trigger this benefit in combat, you must use it for the entire combat. While the adrenaline surge is in effect you get to roll your initiative twice and keep the best result, then add 2 to it. On the downside, this adrenaline overload affects your aim and clouds your thinking. You make all rolls in combat at -2, and if a friendly target gets in your way you must make a dif 12 Cool roll to not attack it.
Ambidextrous -Cost: 1-3 SPs
You are either naturally ambidextrous or you have trained yourself to use your off hand with more acuity than normal. For every level of this benefit, you reduce your off-hand penalty by 1 point.
Animal Friendship - Cost: 2SPs
You have nurtured what began as a natural affinity for animals. You receive +2 to the actions based on Animal Handling (+4 when draft to control hostile animals of guard or).
Artistic -Cost: 2 SPs
Artistic characters are naturally drawn (pun intended) to art, be it painting, drawing, sculpting, or some other physical medium of expression. While their art may not speak to all who observe it, it is unquestionably of high quality. Artistic characters get a +2 bonus to Paint or Draw and Forgery skill rolls.
Athletic -Cost: 5 SPs
An athletic character is especially in tune with his body. This grants a +2 bonus to Athletics, Dance, and Dodge & Escape skill rolls. This bonus is also applied to Martial Arts maneuvers such as Dodge and Escape.
Balance -Cost: 4 SPs
The character will not suffer from dizziness due to changes in orientation, which translates into a +2 on space sickness rolls, an automatic +1 skill in 0-Gee Maneuver, and a +2 bonus to any athletic skill involving extended balance.
Bilingual Background -Cost: 4 SPs
The character grew up speaking two languages. This grants him an additional language at +8.
Born Healer -Cost: 3 SPs
The character has natural aptitudes with healing the sick and injured. This grants him a +1 bonus when using skills such as First Aid, MedTech, and Diagnose Illness.
Brawny -Cost: 4 SPs
Strong characters are better able to employ their muscles for lifting and carrying. When calculating how much a Strong character may carry or dead lift, act as if their Body attribute is 2 points higher than it actually is. This advantage also grants a +2 bonus to any Strength Feat skill rolls the character makes.
Brotherhood -Cost: Varies (see Appendix 1)
You are a member or close associate of a cohesive group of people. Such groups include nomad packs, gangs, work gangs, pirate groups, etc. Brotherhood defines rank, clout, and the ability to call on the group's resources. There are three separate types of brotherhood: Family (nomads), Blood (gang members), and Work gang (for orbital and sub-aquatic work gangs). For more information, see the cost charts in the appendix.
Car or Bike Nut - Cost: 4 SPs
The character is an incurable automobile or bike nut. She gets a bonus on almost all rolls involving automobiles or bike (+1 drive, +1 basic tech, +2 to identify a vehicle). When the character goes car shopping, she knows where to get the best deals, and usually pays 20% less for her vehicles, or at least gets them crammed with optional extras for no extra charge. She also knows all the best garages in town, as well as a few of their mechanics.
Chemical Youth -Cost: 4 SPs
The character with this advantage, either through his unique psychology or physiology, is less likely to become dependant on drugs and alcohol. As such, he gains a +2 bonus on any addiction saves he makes. This assumes that the rules in Ocelot's Drug Lab are being used.
Code Breaker - Cost: 2 SPs
You love puzzles. You will happily sit for hours working away at the best puzzle magazines. You get a +2 bonus on any Code Cracking, decryption or cipher-based rolls.
Combat Reflexes -Cost: 2, 4, or 6 SPs
For each level of Combat Reflexes bought, the character will gain a +1 to his Initiative rolls (up to the maximum of +3). This acts as the "Combat Sense" special ability in that respect only.
Combat Reflexes (Net) -Cost: 2, 4, or 6 SPs
For each level of Net Combat Reflexes bought, the character gets a +1 bonus to his initiative in the 'Net (up to the maximum of +3).
Computer Aptitude -Cost: 4 SPs
This advantage entitles the character to an uncanny ability to operate computers, both in and out of netspace. This grants a bonus of +1 when using Cyberdeck Design, Interface, Library Search (computers only), Programming, and System Knowledge.
Competent -Cost: 4 SPs
A Competent character rarely screws up. If a character with this advantage rolls a "1" on a skill roll, he may roll two additional d10s when determining if the roll is a fumble and choose the most beneficial result. The player must choose a specific field: skill he bases to you on INT or skill he bases to you on TEC.
Concentration -Cost: 2 SPs
You easily shut out anything that might distract you from what you are doing. While this means you are a hard person to get the attention of (-5 awareness rolls when concentrating on stuff, including reading a book, etc), you also get to ignore penalties for other players "kibitzing", firefights, etc, and can halve penalties due to damage sustained when it affects what you are concentrating on.
Connoisseur -Cost: 4 SPs
A character who is a Connoisseur knows and appreciates the finer things in life. He is familiar with the finest wines and foods, the most prestigious designer drugs, and the best cosmetics, jewelry, and clothing. His extensive knowledge grants him a +1 bonus on Social rolls when trying to impress upper echelon movers and shakers, as well as a +2 bonus to Streetwise rolls made to procure such goods on the black and gray markets.
Contacts -Cost: Varies (see Appendix 2)
Contacts are people that characters can use as information sources, or can contact for goods and services. The number of points spent on a contact reflects the value of that contact's skill, reputation, availability, and reliability. Contacts are likely to become unhappy if used quite often, and may request information or services from the characters as well. For more information, see the cost charts in the appendix.
Cool Under Fire -Cost: 2 SPs
A character who is Cool Under Fire never suffers skill roll penalties (CP2020 v2.01, page 42) when Under Stress or Under Attack.
Cyber-Affinity -Cost: 10 SPs
This rare and extremely valuable advantage grants a character 15 points of Humanity Cost (HC) per Empathy point versus the normal 10. This allows him to graft more cyberware into and onto his body than a normal human being. This is a powerful advantage, and should not be handed out without forethought on the part of the GM.
Danger Sense -Cost: 2, 4, or 6 SPs
For each level of Danger Sense bought, the character will gain a +1 on awareness checks when his life is on the line (up to a maximum of +3). This acts as the "Combat Sense" special ability in this respect only.
Direction Sense -Cost: 2 SPs
This is the equivalent of an internal compass. The character, at any time, can make an average awareness roll to determine his facing.
Double-Jointed -Cost: 2 SPs
The character's body has more flexibility than average. This grants a +4 bonus to all Escape skill rolls, and might assist in any physical activity that requires contortions (squeezing into a small box, pulling your body through a toilet seat lid, etc.).
Drug Resistence - Cost: 2 or 5 SPs
2 SPs: 20% of all drugs have no effect on your character, and you gain a +2 to your resist torture / drugs skill when used against drugs only.
5 SPs: All drugs have only 1/2 the normal effect on your system, and with a BOD roll of 15 or greater, the drug has no effect whatsoever.
Eidetic Memory -Cost: 4 SPs
The character has a "photographic" memory. He can remember anything he has seen, learned or heard by making an average awareness roll.
Empathy -Cost: 4 SPs
The character is good at reading emotions and understanding people. This grants an automatic +2 to his Human Perception rolls, and +1 to other Empathy-related skills.
Fake Weapon Registration (1 point benefit) - Cost: 2 SPs
You have a fake Weapon Registration. The weapon appears to be registered to you according to the paper work, but in reality the weapon's serial numbers don't match up to any REAL numbers or ballistics in the NSA computer system (but it is linked to one of the false sets planted by some dirty cops in the past). This false registration will hold up to routine inspection, and may (1-6 on a D10) hold up to a full security check. Once a year a roll should be made to see if the false set has been flushed out of the NSA systems (2 in 10 chance), in which case the first time you use this registration thereafter will result in a notice that the weapon was using a stolen ID sequence. For a 3 point benefit, the chance of the files being flushed drops to 1 in 10 and the chance of it holding up to a detailed security check becomes 8 in 10.
Falsified Net Access Code Cost: 3 SPs
You have a Net Access Code that was registered to someone else. You do not have the legal right to use this account, and it will be shut down if you are traced to it. This Access Code will hold up to routine logins and LDLs, and will hold up to even Netwatch inspection 6 times out of 10. Otherwise treat it as the Fake Weapon Registration above. The enhanced version is a 4 point benefit.
Fashion Victim -Cost: 2 SPs
A character with this advantage can make anything look stylish and hip through sheer talent. This grants a +1 bonus to all Personal Grooming and Wardrobe & Style skill rolls.
Fast -Cost: 2 SPs
Quick characters add 3 points to their effective Run score. These additional points do not affect the character's Leap score, which should be calculated using the character's unmodified Run total.
Fast Healer –Cost: varies.
For 2 points You heal at +1 per night.
For 6 points You heal at +2 per night.
For 10 points You heal at +3 per night.
Favor -Cost: 2, 4, or 6 SPs
The character is owed a favor by someone. The favor's impact depends on the level of the advantage. Calling in the favor is a one-time deal. Once used, the debt is null and void. Depending on both the ethics of the owing party, as well as the state of the relationship between the two parties, this advantage can present opportunities for deep role-play. Note that the NPCs who owe these favors must be relatively anonymous (for example, a mid-level executive of Militech might owe you a favor, but not a member of the board of directors). If the GM wishes, he can increase the cost of the favor by between 2 and 4 extra points depending on who owes it to the player.
At 2 points, the favor is relatively minor, and the person who owes the favor won't risk his life/livelihood to perform it (a policeman ignoring a minor weapons violation, a prostitute giving a "freebie," a friend letting you sack out on his sofa for a month or so, etc.). The monetary value of the favor can't be more than 200 to 300 eurobucks.
At 4 points, the favor carries a bit more weight. The person owing the favor will risk his livelihood/job, though not necessarily his life, to come through for the character that he owes (a policeman looking the other way or falsifying a report, a mechanic botching a repair job on your enemy's car, a clerk or official photocopying sensitive documents), etc. The monetary value of the favor can't be more than 1000 eurobucks.
At 6 points, the person owes you his life. The person owing the favor is honor-bound to risk both his life and livelihood in order to come to the character's aid. The monetary value of this level is debatable.
Friends -Cost: 4 SPs
For each Friend bought, the character has a Friend as per "Make a Friend" on the Lifepath chart. Friends are different from Contacts, in that they (Friends) will (generally) put their life on the line for you, whereas Contacts will only supply information, services, or goods. Friends are considered to be on a par, skill and ability-wise, with a starting PC.
Gun Nut - Cost: 6 SPs
The character is an incurable gun nut. She gets a +1 on any roll involving one type of ranged weapon. This provides a +1 to hit with that type of firearms, +1 on weaponsmith (weapons tech) rolls involving that type of firearms, and a +2 on any roll to identify a firearm. On the downside, she cannot resist commenting on various weapons when she sees them. Gun nuts will point out the make and model of almost any weapon seen, whether it is on a cop or a movie.
Hard Hitting -Cost: 4 or 6 SPs
The character with this advantage knows where to strike opponents in unarmed or melee combat (specify which). This has the game effect of increasing the character's hand-to-hand damage bonus by +1. For 6 points, this bonus damage applies to damage from both unarmed and melee attacks.
Hard To Kill -Cost: 6 SPs
Like Steven Seagal, the character with this advantage is hard to kill. As such, he gets a +1 bonus to any Death Saves he must make.
Hidden Account -Cost: 2 SPs
You have a bank account under a false name and address. It cannot be traced to you unless you are caught using it. This could also be a blind account through a face bank.
Illicit Account Cost: 3 SPs
You have a "bank" account with one of the illegal banking operations. This could be with one of the larger organized crime syndicates (especially the Yakuza since they went legit a few years ago), or a private "bank" operated by one of the more liquid megacorporate entities. Wherever this account is, it is incredibly unlikely that you will have this account shut down, unless you do something to piss off the organization in question.
High Pain Threshold -Cost: 6 SPs
The character can tolerate pain better than most people. After taking damage, he gains a +1 to his Stun/Shock Saves, as well as a +2 bonus to Resist Torture/Drugs when pain is involved (ie, this won't help if truth serums are used, only torture).
Human Calculator -Cost: 4 SPs
The character with this advantage can do complicated mathematics in his head. This grants a +2 bonus to all Accounting, Gamble, Mathematics, and Programming skill rolls.
Imposing -Cost: 2 SPs
An Imposing character looks like trouble. Whether he is or not is up to the character's player. This is reflected in a +2 bonus to all Intimidation skill checks, as well as +2 to any Reputation rolls made during a facedown.
Increase Stat Cost: varies
In order to increase the value of the stat of the character. With 8 SPs is increased of a point (until to 10). In order to increase from 10 in then (until to the maximum value of 12) the cost is of 12 SPs for every point in more
Jack of all Trades -Cost: 10 SPs
You have studied just about everything for at least a little while. You get no penalties when making rolls using skills you don't have.
Lady Killer -Cost: 4 SPs
This a specialized form of the Empathy advantage which reflects the character's uncanny ability to seduce members of the opposite sex (or the same sex, depending on orientation). Don't let the name fool you...this advantage can be taken by both sexes. It entitles the character to a +2 bonus to all Seduction rolls, and a +1 bonus to all other Empathy-based skills when used against the opposite sex (the girls just can't say no!).
Light Sleeper -Cost: 2 SPs
You sleep very lightly, and are often disturbed in your sleep by your neighbours, local wildlife, etc. Luckily you've learned to live with it and can get by with less sleep than most. You awaken from sleep with an Easy notice roll, or get +0 difficulty on notice rolls against people making stealth rolls while you sleep, as opposed to the normal +10 difficulty.
Lucky –Cost: 6 SPs
Your character is exceptionally lucky and can re-roll 2 rolls each game session.
Marksman -Cost: 8 SPs
A character with the Marksman advantage has a natural talent with one type of ranged weapon (specify: archery, handgun, heavy weapon, sub machinegun, rifle, etc.), specified at the time that the advantage is purchased. The character only suffers a -1 penalty for snapshots, aimed shots grant a +2 bonus to-hit per turn spent aiming (as opposed to +1), and the difficulties of shots that are aimed at a specific location (ie, called shots) are one point less than normal. GMs may wish to limit the availability of this advantage.
Musical Aptitude -Cost: 2 SPs
The character is a natural musician, and can play music "by ear." This translates into a +2 bonus when using music-related skills, such as Play Instrument and Composition (musical, not lyrical). Note that this does not affect singing; you'll want to take the "Voice" advantage for that.
Natural Leader -Cost: 4 SPs
A character who is a Natural Leader is able to lead and inspire people through charisma and sheer force of will. This results in a +2 bonus to all Leadership and Oratory skill rolls.
Natural Linguist -Cost: 5 SPs
The character learns languages quickly, you require 40% less IP to learn or increase your skill in any and all languages.
No Police Record - Cost: 2SPs
By some miracle, you have never been arrested nor even picked up by the police. This means that your fingerprints are not on file (except with the FBI if you legally own a firearm), and the police have no records of your primary genetic markers and don't have a mugshot of you in their computers. Obviously characters who haves served jail time in their lifepath cannot purchase this benefit.
Piercing Gaze –Cost: 3 SPs
You have the natural ability to seemingly look right through people. You can do this to put people on edge, make them nervous or even to get people to back down from you. You get +1 on Interview, Intimidate and Interrogate when the game master indicates that it would be appropriate.
Plain -Cost: 2 SPs
A Plain character has unremarkable looks and few distinguishing features. As such, he can pass unnoticed more readily than someone who is remarkable in some way. This is reflected in a +2 bonus to all Disguise and Shadowing rolls, and to all Hide skill rolls that are made "in plain sight" (in a crowd, for example). A character with this advantage can never have an Attractiveness score higher than 6 or lower than 5 (ie, dead average). If the character's Attractiveness attribute changes for better or worse, the benefit of this advantage is lost.
Professional License -Cost: 2 SPs
You have managed to acquire a professional license for something in which you are skilled. Some licenses are obviously more useful than others, but all of them are quite beneficial for getting work anywhere outside of the combat zone. You must have the appropriate skill(s) for this merit, of course. Sample Licenses include Doctor (MedTech 6+), Nurse (MedTech 4+), Mechanic (Basic Tech +5), Lawyer (Interview +5, Law +6), Architect (Architecture +6), Engineer (Engineering +6), Electrician (Electical Engineering +5 or Electronics +6), etc.
Quality Implants – (variable point benefit)
Your implants are absolute top of the line, implanted at the best clinics. This benefit costs 1 point for every 8 Humanity Loss worth of implants you have at the beginning of the game. Roll humanity loss at -1 on each die (with a minimum of 1 HL per die).
State Of The Art Implants (variable point benefit)
Your implants are at least a year or two ahead of modern consumer technologies. What this means depends on your GM. The cost of this benefit is 1 point per 4 HL worth of cyberware affected. Usually this results in cyberware with enhanced abilities, or boosted up an extra level beyond the normal max.
Recognition -Cost: 4 SPs
The character is good at remembering names, and the faces and/or voices that go with them. Whenever meeting someone he knows (or thinks he knows), an Awareness roll can be made at +6 to remember who they are. Difficulty numbers may vary, depending on the extent of disguise, etc.
Registered Rifle - Cost: 2 SPs
A rifle you own is registered to you and you also have the proper paperwork to carry it and use it inside city limits (normally rifles are restricted to hunting and home defense). This doesn't mean the police know this though, and you may find yourself being periodically harrassed for carrying this weapon around.
Registered Restricted Weapon - Cost: 4 SPs
You legally own a restricted weapon such as a SubMachineGun, flamethrower, etc. You also have the proper paperwork to carry it and use it (in self-defense thank you very much) inside city limits. Again this does not guarantee that the local constabulary knows of this permit.
Resources -Cost: Varies (see Appendix 3)
You are employed by a large company or corporation. Resources defines rank, clout, and the ability to call on the company's resources. For more information on cost, see the cost charts in the appendix.
Salesman -Cost: 4 SPs
A character with the Salesman advantage is a natural at making a sale. When attempting to buy or sell goods, the character gains a +2 bonus to Human Perception, Persuasion & Fast Talk, and Streetwise skill rolls (if applicable).
Sanctuary -Cost: 3 SPs
You know the location and passwords of a local sanctuary. This is a place, much like a covert hotel, where you can lie low for a while when the shit is just too hot. You still have to pay the going rate at the sanctuary.
Scientific Aptitude -Cost: 4 SPs
The character is a natural scientist, and gains a +2 bonus when using skills such as Anthropology, Biology, Botany, Chemistry, Geology, Mathematics, Physics, and Zoology.
Sharp Shooter -Cost: 5 SPs
You are a very precise shot. While this does not increase your chance to hit, it does reduce your penalties for aimed shots by 1/2.
Shelter - Cost: varies
You own / live in some sort of shelter. This is usually an appartment or home. Some characters live in communal squats, while others own huge mansions... The point value of this benefit can never be reduced below 1 point.
Type of Shelter Value Cost
Bachelor Appartment 1 pt 200eb
1-2 Bedroom Appartment 2 pts 350eb
2-3 Bedroom Townhouse 3 pts 500eb
2-3 Bedroom House 4 pts 600eb
Larger House 5 pts 800eb
Quality of Shelter Value Cost
SlumLord / Bad Repair -1 pt 50%
Fair Quality +0 pts 75%
Good Quality +1 pt 100%
Expensive Digs +2 pts 200%
Security of Shelter Value Cost
Broken locks -2 pts 66%
Locked Doors & Windows -1 pt 100%
MagLocks 0 pts 100%
Security System 1 pt 125%
Major Security 2 pts 200%
Location of Shelter Value Cost
Combat Zone -3 pts 100%
Residential Ghetto -1 pt 150%
Good Residential +0 pt 200%
DownTown +0 pts 300%
CorpZone +1 pts 400%
Living Arangements Value Cost
Squatting w/ friends -3 pts 0%
Living on friend's floor -2 pts 10%
2-4 room-mates -1 pts 20% -33%
1 room-mate +0 pts 50%
Alone +1 pt 100%
Payment Value Cost
2 Months Behind -1 pt 100%
Current +0 pts 100%
2 Months Ahead +1 pt 100%
Mortgage +1 pt 85%
Owned +2 pts 10%
Steady income: varies You get money from some source, however you must have a steady bank account.
2pts. Subsistance level steady income. Royalties from a book or song your wrote, or an actual trust fund, investments. Amount up to the GM.
4pts. You have a decent level of steady income. Royalties from a book or song your wrote, or an actual trust fund, investments. Amount up to the GM.
6pts. You get a good level of steady income. Royalties from a book or song your wrote, or an actual trust fund, investments. Amount up to the GM.
8pts. You get a very good level of steady income. Royalties from a book or song your wrote, or an actual trust fund, investments. Amount up to the GM.
10pts. High level income. You are rich rich. Royalties from a book or song your wrote, or an actual trust fund, investments. Amount up to the GM.
Strong Stomach -Cost: 2 SPs
The character can deal with blood, guts, and gore, as well as other sick and disgusting things, without risk of tossing his cookies. In addition, he gains a +2 to save against chemicals such as vomit gas.
Super Cool –Cost: 4 SPs
You make the Fonz look like geek-boy central. Not much can rattle you. You are fully aware of what you can cope with and what you cannot. You gain a +2 bonus when resisting horror checks, stress checks and when resisting intimidation. You may not have a cool of ten, but you know what you can handle.
Talented -Cost: 4 SPs
When this advantage is selected, the player must select a single skill. This single skill can be increased (through experience) to a maximum rating of 12 instead of 10. Although not immediately beneficial to a starting character (especially if the GM limits starting skill totals), this is still a powerful advantage.
Technical Aptitude -Cost: 4 SPs
The character is good with fixing things, and therefore gains a +1 bonus when using skills such as Aero Tech, AV Tech, Basic Tech, Cybertech, and Gyro Tech. Note that this is NOT a bonus skill level, and has no effect on medical skills.
Time Sense -Cost: 2 SPs
You instinctively know approximately what time it is. This requires an awarness roll: esay during the day, average at night, difficult indoors or underground. If you make the roll by 5 or more points you know the time within 10 minutes, otherwise it's within an hour.
Tough -Cost: 6 SPs
The character with this advantage acts as if his Body Type Modifier is one level higher. For example, a man with an Average body type and the Tough advantage acts as if his BTM is -3 instead of -2.
Vehicle - Cost: varies
The chararcter owns a vehicle. This vehicle is insured and legally belongs to the character. It is registered in his name unless he has a false identity, in which case the player may decide to which identity the vehicle is registered. If the character is a Blank, then the vehicle will be considered stolen should the police do a thourough investigation. The type of vehicle, as well as it's condition, determines the point value of this Benefit. The point value of this benefit can never be reduced below 1 point.
Type of Vehicle Value
Motorcycle, typical 1 pt
Motorcycle, big or fast 2 pts
Honda MetroCar 2 pts
Typical Car 3 pts
Sports Car 4 pts
Gev Truck 5 pts
R-T Aerodyne 6 pts
Family Flyer 7 pts
AV-7 9 pts
AV-4 10 pts
Space ship, light bulk transport 8pts
Space ship, mid bulk transport 12pts
Space ship, heavy bulk transport 16pts
Condition of Vehicle Value
Totally Souped-Up +2 pts
Slightly Improved +1 pts
Brand New +1 pt
2-3 years old +0 pts
Rusty & Beat Up -1 pt
Piece of §£!¿ -2 pts
Sometimes Unavailable (LUK > 12) -1 pt
Rarely Available (LUK > 16) -2 pt
Lightly Armed +2 pts
Heavily Armed (if possible) +4 pts
Vehicle Zen -Cost: 4 SPs
The character has a natural affinity for driving all vehicles, and as such, gains a +1 to all piloting and initiative rolls while using said skills.
Voice -Cost: 4 SPs
The character's voice is naturally pleasing to the ear. This allows for a +1 modifier to skills such as Perform, Fast Talk, Oratory, Leadership, Seduction, and Social.
Well Travelled -Cost: 6 SPs
Luck roll to know someone in any city you enter. GM decides if it is someone the character wants to see.