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advantages.xml
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<advantageManager>
<advantageList>
<entry>
<key>360° Vision</key>
<value>
<name>360° Vision</name>
<nums>31</nums>
<stat>25 points</stat>
<desc>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%. 3D Spatial Sense see Absolute Direction.</desc>
</value>
</entry>
<entry>
<key>Absolute Direction</key>
<value>
<name>Absolute Direction</name>
<nums>2/3</nums>
<stat>5 or 10 points</stat>
<desc>You have an excellent sense of direction. This ability comes in two levels: Absolute Direction: You always know which way is north, and you can always retrace a path you have followed within the past month, no matter how faint or confusing. This ability does not work in environments such as interstellar space or the limbo of the astral plane, but it does work underground, underwater, and on other planets. This gives +3 to Body Sense and Navigation (Air, Land, or Sea). (Note: The navigational sense that guides migratory creatures to their destination is too crude to qualify; treat it as a 0-point feature.) 5 points. 3D Spatial Sense: As above, but works in three dimensions. This ability is useful in deep space – although it does not help you if you travel across dimensions. You get the skill bonuses given for Absolute Direction, plus +1 to Piloting and +2 to Aerobatics, Free Fall, and Navigation (Hyperspace or Space). 10 points. Special Limitations Requires Signal: You rely on signals from a navigational satellite network Your ability does not function in the absence of such a system, and it can be jammed. -20%.</desc>
</value>
</entry>
<entry>
<key>Absolute Timing</key>
<value>
<name>Absolute Timing</name>
<nums>2</nums>
<stat>2 or 5 points</stat>
<desc>You have an accurate mental clock. This ability comes in two levels, both of which are somewhat cinematic: Absolute Timing: You always know what time it is, with a precision equal to the best personal timepieces widely available in your culture (but never better than a few seconds). You can measure elapsed time with equal accuracy. Neither changes of time zone nor sleep interferes with this ability, and you can wake up at a predetermined time if you choose. Being knocked unconscious, hypnotized, etc. may prevent this advantage from working, and time travel will confuse you until you find out what the “new” time is. 2 points. Chronolocation: As above, but time travel does not interfere – you always know what time it is in an absolute sense. Note that things like Daylight Savings Time and calendar reform can still confuse you! When you travel in time, the GM may tell you, “You have gone back exactly 92,876.3 days,” and let you – or your character – deal with questions like, “What about leap year?” 5 points.</desc>
</value>
</entry>
<entry>
<key>Acute Senses</key>
<value>
<name>Acute Senses</name>
<nums>3</nums>
<stat>2 points/level</stat>
<desc>You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all Sense rolls for you – using that one sense. Acute Hearing gives you a bonus to hear something, or to notice a sound ty off a gun in the dark). 2 points/level. Acute Taste and Smell gives you a bonus to notice a taste or smell (for instance, poison in your drink). 2 points/level. Acute Touch gives you a bonus to detect something by touch (for instance, a concealed weapon when patting down a suspect). 2 points/level. Acute Vision gives you a bonus to spot things visually, and whenever you do a visual search (for instance, looking for traps or footprints). 2 points/level. With the GM’s permission, you may also buy Acute Sense advantages for specialized senses such as Scanning Sense and Vibration Sense. You cannot usually buy Acute Senses in play – raise your Perception instead. However, if you lose a sense, the GM may allow you to spend earned points on other Acute Senses to compensate. For instance, if you are blinded, you might acquire Acute Hearing.</desc>
</value>
</entry>
<entry>
<key>Administrative Rank</key>
<value>
<name>Administrative Rank</name>
<stat>see Rank, p. 29</stat>
<desc/>
</value>
</entry>
<entry>
<key>Affliction</key>
<value>
<name>Affliction</name>
<nums>31</nums>
<stat>10 points/level</stat>
<desc>You have an attack that causes a baneful, nondamaging effect: blindness, paralysis, weakness, etc. This might be an ultra-tech beam weapon, a chemical spray, a supernatural gaze attack, or almost anything else. Specify the details when you buy the advantage. By default, Affliction is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1, although you can apply modifiers to change these statistics (see pp. 101116). If you hit, your victim gets a HT+1 roll to resist. Apply a penalty equal to the level of the Affliction (so Affliction 1 gives an unmodified HT roll). The victim gets a bonus equal to his DR unless the Affliction has one of the following modifiers: Blood Agent, Contact Agent, Cosmic, Follow-Up, Malediction, Respiratory Agent or Sense-Based. To reduce the effects of DR, add the Armor Divisor enhancement. The victim gets a further +3 if he is beyond 1/2D range. If the victim makes his HT roll, he is unaffected. If he fails, he suffers the effects of the Affliction. By default, he is stunned (see p. 420). He may roll vs. HT+1 once per second to recover, but once again at a penalty equal to the level of the Affliction (DR has no effect on this roll). If your Affliction causes an effect other than stunning, this is a special enhancement (see below). You can inflict more than one effect by giving your Affliction multiple special enhancements. These effects occur simultaneously, except where noted. Successive Afflictions that produce the same effects are not normally cumulative. Use the single worst effect. Use the special enhancements below to create specific Afflictions. Many Attack Enhancements and Limitations (p. 102) are also logical. For instance, a blinding flash is SenseBased (p. 109); most drugs have Follow-Up (p. 105), Blood Agent supernatural attacks like the “evil eye” use Malediction (p. 106); and touch attacks call for Melee Attack (p. 112). If an Affliction produces two or more effects due to the special enhancements below, some of these effects may be secondary. Secondary effects occur only if the victim fails his HT roll by 5 or more or rolls a critical failure. A secondary effect is worth 1/5 as much; e.g., Secondary Heart Attack is +60% rather than +300%. Once you have chosen all the modifiers on your Affliction, describe the nature of the attack as detailed for Innate Attack (p. 61). supernatural traits are allowed – and to whom – in his campaign. Special Enhancements Advantage: The victim immediately experiences the effects of a specific physical or mental advantage. Advantages with instantaneous effects affect the target once, as soon as he is hit, if he fails his HT roll; e.g., Warp immediately teleports the subject. Advantages that can be switched on and off (such as Insubstantiality) are automatically “on” for one minute per point by which the victim fails his HT roll, and are not under the subject’s control. This is worth +10% per point the advantage is worth; e.g., Insubstantiality would be +800%! If the advantage comes in levels, specify the level. Attribute Penalty: The victim suffers temporary attribute loss. This is +5% per -1 to ST or HT, or +10% per -1 to DX or IQ. For instance, an attack that caused DX-3 and IQ-2 would be +50%. Lower all skills based on reduced attributes by a like amount. ST penalties also reduce BL and damage, while IQ reductions also apply to Will and Perception. Secondary characteristics are not otherwise affected; for instance, HT reduction does not affect Basic Speed or FP. Penalties last for one minute per point by which the victim fails his HT roll. Coma: The victim collapses, profoundly unconscious, and will likely die in days unless treated; see Mortal Conditions (p. 429). +250%. Cumulative: Repeated attacks are cumulative! You must take this in conjunction with Attribute Penalty, or with an Advantage, Disadvantage, or Negated Advantage Enhancement that inflicts a “leveled” trait. +400%. Disadvantage: The victim temporarily gains one or more specific physical or mental disadvantages (but not self-imposed mental disadvantages – see p. 121). This is worth +1% per point the temporary disadvantages are worth; e.g., Paranoia [-10] is worth +10%. If a disadvantage comes in levels, specify the level. The disadvantages last for one minute per point by which the victim fails his HT roll. Heart Attack: The victim suffers an incapacitating heart attack, and will die in minutes unless treated; see Mortal Conditions (p. 429). +300%. Incapacitation: The victim is incapacitated for a number of minutes equal to the margin of failure on his HT roll. After that, he is stunned until he can make a HT roll (roll once per second). If you combine Incapacitation with other effects (such as Irritant), those effects occur after the Incapacitation wears off; they replace the stunning and last for the same length of time the Incapacitation did. Incapacitation can take the form of any of the following: Daze, +50%; Hallucinating, +50%; Retching, +50%; Agony, +100%; Choking, +100%; Ecstasy, +100%; Seizure, +100%; Paralysis, +150%; Sleep, +150%; or Unconsciousness, +200%. See Incapacitating Conditions (p. 428) for the game effects. Irritant: The victim suffers an impairing but non-incapacitating condition instead of being stunned. It lasts for a number of minutes equal to the margin of failure on his HT roll. The possibilities are Tipsy +10%; Coughing, +20%; Drunk, +20%; Moderate Pain, +20%; Euphoria, initions, see Irritating Conditions Negated Advantage: The victim loses a specific advantage for one minute per point by which he failed his HT roll. There is no effect if the victim lacks that advantage! This enhancement is worth +1% per point the advantage is worth. If the advantage comes in levels, you must specify the level negated. Stunning: May only accompany Advantage, Attribute Penalty, Disadvantage, or Negated Advantage. If the victim fails to resist, he is stunned tion to the effects of the other enhancement(s). +10%.</desc>
</value>
</entry>
<entry>
<key>Allies</key>
<value>
<name>Allies</name>
<nums>4</nums>
<stat>Variable</stat>
<desc>Many fictional heroes have partners – loyal comrades, faithful sidekicks, trusted retainers, or lifelong friends – who accompany them on adventures. These partners are The other PCs in your adventuring party are, in a sense, “allies.” But they can be unreliable allies indeed. Often they are chance acquaintances, first encountered at a roadside tavern only hours ago. They have their own hidden goals, ethics, and motives, which might not coincide with your own. An NPC Ally, on the other hand, is wholly reliable. Perhaps you fought side by side in a long war, trained under the same master, or grew up in the same village. The two of you trust each other implicitly. You travel together, fight back-to-back, share rations in hard times, and trade watches through the night. An Ally may try to dissuade you from a plan that seems foolish to him – and if he can’t talk you out of the plan, he may refuse to cooperate. An Ally may even cause problems for you: picking fights, landing in jail, insulting a high noble . . . Of course, the Ally will also try to bail you out when you make mistakes. The GM will not award you bonus character points for any play session in which you betray, attack, or unnecessarily endanger your Ally. Blatant, prolonged, or severe betrayal will break the trust between you and your Ally, and he will leave you permanently. If you drive your Ally off in this way, the points you spent on him are gone, reducing your point value. Leading your Ally into danger is all right, as long as you face the same danger and are a responsible leader. The point cost for an Ally depends on his power and frequency of appearance. Only PCs who take NPCs as Allies pay points for the privilege. Two PCs can be mutual “allies” for free, as can two NPCs – and NPCs never pay points for PCs as Allies. An Ally is specifically a skilled NPC associate for one PC. Ally’s Power Consult the following table to determine how many points you must spend on your Ally. “Point Total” is the Ally’s point total expressed as a percentage of the PC’s starting points; Ally’s point total falls between two percentages, use the higher. Point Total Cost 25% 1 point 50% 2 points 75% 3 points 100% 5 points 150% 10 points Allies built on more than 150% of the PC’s starting points are not allowed; treat such NPCs as Patrons (see p. 72). Exception: The progression above extends indefinitely for nonsentient (IQ 0) Allies; each +50% of the PC’s starting points costs a further +5 points. Allies built on no more than 100% of the PC’s starting points may also be Dependents (see p. 131). Add the cost of Ally and Dependent together, and treat the combination as a single trait: an advantage if the total point cost is positive, a disadvantage if it is negative. Ally Groups You may purchase as many Allies as you can afford. Each Ally is normally a separate advantage, but you can treat a group of related Allies as a single trait to save space on your character sheet. For a group of individuals character sheets – add the costs of the individual Allies to find the cost of the group, adjust the total cost for frequency of appearance, and then apply any special modifiers. For a group of more than five identical and interchangeable allies that share a single character sheet – for instance, an army of low-grade thugs or a swarm of robot drones – find the point cost to have one member of the group as an Ally, and then multiply that cost as follows to find the cost of the group: Size of Group Multiplier 6-10 ¥6 11-20 ¥8 21-50 ¥10 51-100 ¥12 Add ¥6 to the multiplier per tenfold increase in number (e.g., 100,000 Allies would be ¥30). The GM may require an Unusual Background Allies, or even prohibit groups larger than a certain size – although he might permit an army or other large group as a Patron. Frequency of appearance multipliers and special modifiers (if any) apply to the final cost of the entire group. Frequency of Appearance Choose a frequency of appearance start of an adventure, he accompanies you for the duration of that adventure. Allies in Play As with Dependents (p. 131), the GM will adjust your Ally’s abilities in order to keep his point total a fixed percentage of your own as you earn points. This will keep his value as an advantage constant. The GM decides how the Ally evolves, although he might ask you for your input. If your Ally dies through no fault of yours, the GM will not penalize you. You may put the points spent on the deceased Ally toward a new Ally. The new relationship should normally develop gradually, but the GM might allow an NPC to become an Ally on the spot if you have done something that would win him over (e.g., saving his life). This is especially appropriate in cultures where debts of honor are taken seriously! There is no penalty for amicably parting ways with your Ally. You may use the points spent on him to buy a new Ally met during play. At the GM’s discretion, you may trade in any remaining points for money (see p. 26), reflecting parting gifts. Familiars Wizards, telepaths, and so on are often supernaturally linked to special Allies known as familiars. These are usually animals or spirits. Work out a familiar’s basic abilities with the GM, starting with the racial template of an ordinary creature of its kind. If its racial IQ is 5 or less, raise it to at least 6. Consider buying off Cannot Speak, if applicable. Most familiars have supernatural advantages: Extra Lives for a cat (it has nine lives, after all!), Mindlink and Telesend for a familiar that can transmit its thoughts, etc. Once you have determined the familiar’s abilities, work out its point total and its base value as an Ally. Select frequency of appearance as usual. This may be how often your familiar is available (on a failed appearance roll, it is sleeping, reporting to a demon lord, etc.) or how often its powers work (on a failure, it is no more capable than an ordinary member of its species, and cannot use or grant special powers) – your choice. This kind of Ally usually has one or more special modifiers. Minion, Summonable, and Sympathy are common. Unwilling is typical of demonic or otherwise evil familiars. Take Special Abilities only if your familiar grants you powers; e.g., extra Fatigue Points with which to fuel spells or exotic or supernatural advantages that emulate the familiar’s own abilities no access to these abilities on a failed appearance roll; if your familiar is stunned, unconscious, or dead; or in areas where your special link does not function (GM’s decision). Buy these abilities with a -40% Accessibility limitation: “Granted by familiar.” You can apply the following enhancements and limitations after calculating group cost (if applicable) and multiplying for frequency of appearance: Special Enhancements Minion: Your Ally continues to serve you regardless of how well you treat him. This might be due to programming, fear, awe, or lack of selfawareness. Examples include robots, zombies, and magical slaves. You are free of the usual obligation to treat your Ally well. Mistreatment might result in an inconvenient breakdown not leave. See Puppet (p. 78) for additional options. +0% if the Minion has IQ 0 or Slave Mentality (p. 154), as the benefits of total loyalty are offset by the need for close supervision; +50% otherwise. Special Abilities: Your Ally wields power out of proportion to his point value. Perhaps he has extensive political clout or access to equipment from a TL higher than your own; perhaps he grants you exotic powers. Don’t apply this enhancement simply because your Ally has exotic abilities. If his powers are very uncommon, you will already be paying extra: your Ally requires an Unusual Background, which raises his point total and his value as an Ally. +50%. Summonable: You conjure your Ally instead of rolling to see whether he appears at the start of an adventure. To do so, take a Concentrate maneuver and roll against frequency of appearance. On a success, your Ally appears nearby. On a failure, you cannot attempt to summon him again for one full day. Dismissing your Ally is a free action, but you may only dismiss him if he is physically present. +100%. Special Limitations Sympathy: If you are stunned, knocked out, mind-controlled, etc., your Ally is similarly affected. The reverse is also true, so you should take special care of your Ally! -25% if the death of one party reduces the other to 0 HP; -50% if the death of one party automatically kills the other. If your wounds affect your Ally, but your Ally’s wounds don’t affect you, reduce these values to -5% and -10%. Unwilling: You have obtained your Ally through coercion (e.g., blackmail or magical binding). You do not have to treat him as well as you would a normal Ally. However, he hates you and is likely to act accordingly, reducing his overall reliability level. If you endanger such an Ally or order him to do something unpleasant, he may rebel (GM’s option) if the consequences of doing so would be less severe than those of doing your bidding. An Ally who rebels is gone, along with the points you spent on him.</desc>
</value>
</entry>
<entry>
<key>Altered Time Rate</key>
<value>
<name>Altered Time Rate</name>
<nums>21</nums>
<stat>100 points/level</stat>
<desc>Your rate of time perception is faster than that of a normal human. The first level of this advantage lets you experience time twice as fast as a normal – that is, you experience two subjective seconds for each real second that passes. Each level past the first increases this ratio by one: three times as fast at level 2, four times as fast at level 3, and so on. Each level of Altered Time Rate lets you take one additional maneuver on your turn in combat, allowing you to cast spells quickly by taking multiple Concentrate maneuvers, run very fast by taking multiple Move maneuvers, etc. Your turn doesn’t come any sooner, however! This advantage affects how fast you move when you react, but not how quickly you react in the first place. Out of combat, Altered Time Rate allows you the luxury of extensive planning, even in crisis situations, as everything seems to happen in slow motion. You may always attempt a Sense roll, or an IQ-based skill roll to make plans or recall information additional actions. Your Ally is usually agreeable to your suggestions, but he is not your puppet. He will disagree with you from time to time. In order to do anything that depends on someone else’s reactions, you must deliberately “slow down” and function at his speed. This applies both when making a Feint in combat and when making an Influence roll instance, if you choose to Feint, that is all you can do on your turn – you cannot take extra actions. (On the other hand, you could make an All-Out Attack followed by an Attack in order to beat down his defenses through sheer blinding speed!)</desc>
</value>
</entry>
<entry>
<key>Alternate Identity</key>
<value>
<name>Alternate Identity</name>
<nums>4</nums>
<stat>5 or 15 points per identity</stat>
<desc>You have multiple, seemingly legal identities. Each time you purchase this trait, your fingerprints (or other biometrics used to verify identity in your world) are registered under another name, and you have an extra set of identity documents (birth certificate, licenses, passport, etc.) good enough to pass close inspection. These identities may also have valid credit cards and bank accounts, but you must supply the money – additional wealth is not included in the package! If an intelligence or law-enforcement agency attempts to identify you with no clue as to your name – for instance, using biometrics or photoanalysis – there is an equal chance for each of your identities to come up. The search will stop . . . unless they have reason to believe you are a ringer. If the search continues, your other identities will eventually surface, and you will be unmasked. Once a government agency determines who you really are, your Alternate Identities are lost for good. There are two types of Alternate Identity: Legal: Some spies and undercover policemen – and even supers, in settings where they are backed by the government – may have a legal Alternate Identity. This requires at least 10 points in Legal Enforcement Powers, Legal Immunity, Police Rank, Security Clearance, etc.; the GM sets the precise prerequisites. If a super has official permission to conceal his original name (e.g., to protect his family) and to hold property in his “super” name, then that is a legal Alternate Identity combined with a Secret Identity (see p. 153). 5 points. Illegal: A criminal or foreign agent may have an illegal Alternate Identity. This has the advantage of being completely unknown when you first start out, and of course it cannot be revoked by the government. On the other hand, should it ever be discovered, you will face a stiff fine, a jail sentence, or execution, depending on the time and place. 15 points.</desc>
</value>
</entry>
<entry>
<key>Ambidexterity</key>
<value>
<name>Ambidexterity</name>
<nums>3</nums>
<stat>5 points</stat>
<desc>You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand (see p. 14). Note that this does not allow you to take extra actions in combat – that’s Extra Attack (p. 53). Should some accident befall one of your arms or hands, assume it is the left one.</desc>
</value>
</entry>
<entry>
<key>Amphibious</key>
<value>
<name>Amphibious</name>
<nums>31</nums>
<stat>10 points</stat>
<desc>You are well-adapted to movement in the water. You do not suffer skill penalties for working underwater, and you can swim at your full Basic Move. You still require air (but see Doesn’t Breathe, p. 49). Typical features include smooth, seal-like skin and webbed fingers and toes. If you can move only in the water, take the Aquatic disadvantage (p. 145) instead.</desc>
</value>
</entry>
<entry>
<key>Animal Empathy</key>
<value>
<name>Animal Empathy</name>
<nums>2</nums>
<stat>5 points</stat>
<desc>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 tional state – friendly, frightened, hostile, hungry, etc. – and whether it is under supernatural control. You may also use your Influence skills (see p. 359) 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, p. 89), and often Sense of Duty</desc>
</value>
</entry>
<entry>
<key>Animal Friend</key>
<value>
<name>Animal Friend</name>
<stat>see Talent, p. 89</stat>
<desc/>
</value>
</entry>
<entry>
<key>Appearance</key>
<value>
<name>Appearance</name>
<stat>see Appearance Levels, p. 21</stat>
<desc>Above-average appearance is treated as an advantage.</desc>
</value>
</entry>
<entry>
<key>Arm DX</key>
<value>
<name>Arm DX</name>
<nums>31</nums>
<stat>12 or 16 points per +1 DX</stat>
<desc>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.</desc>
</value>
</entry>
<entry>
<key>Arm ST</key>
<value>
<name>Arm ST</name>
<nums>31</nums>
<stat>3, 5, or 8 points per +1 ST</stat>
<desc>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.</desc>
</value>
</entry>
<entry>
<key>Artificer</key>
<value>
<name>Artificer</name>
<stat>see Talent, p. 89</stat>
<desc/>
</value>
</entry>
<entry>
<key>Binding</key>
<value>
<name>Binding</name>
<nums>31</nums>
<stat>2 points/level</stat>
<desc>You have an attack that can hold your target in place. Specify how this works when you buy the advantage: entangling your victim in vines, tying him up with webs, freezing him inside a block of ice, turning the ground to quicksand beneath his feet, etc. Binding is a ranged attack with 1/2D –, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. You can add modifiers to change these statistics (see pp. 101-116). On a hit, your victim is grappled cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to your Binding level, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST. To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of your Binding. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Binding. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Binding take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. 392). The Binding has DR equal to 1/3 your level (rounded down). Each point of damage reduces ST by one. At ST 0, the Binding is destroyed and the victim is freed. To simulate vines, webs, and so forth, add one or more of Area Effect special modifiers below. Special Enhancements Engulfing: Your attack pins the target. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the Binding with an Innate Attack, or to try to break free using ST (not Escape skill). If he tries to break free and fails, he is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he becomes so entangled that he cannot escape on his own! +60%. Only Damaged By X: Only specific damage types can damage your Binding. +30% for one of burning, corrosion, crushing, or cutting; +20% for any two; +10% for any three. Sticky: Your Binding is treated as Persistent (p. 107), but only affects those who actually touch the original target of your attack. +20%. Unbreakable: Your Binding cannot be destroyed. The only way to escape is to break free. +40%. Special Limitations Environmental: Your Binding manipulates an existing condition or object in the environment, and won’t work in its absence. This is worth from -20% (victim must be touching the ground) to -40% (victim must be standing in dense vegetation), at the GM’s option. One-Shot: You cannot layer your Binding to increase its ST. -10%. Blessed 25 10 or more points You are attuned to a god, demon lord, great spirit, cosmic power, etc. This can take various forms, but in all cases, you will lose this advantage if you fail to act in accordance with your deity’s rules and values. Blessed: You sometimes receive wisdom from your deity. After communing with your god (meditating, praying, etc.) for at least one hour, you see visions or witness omens that have some bearing on future events. Work out the details with your GM; for instance, the God of Fire might require you to stare into flames for an hour, after which you hear a voice in the flames. The GM rolls secretly against your IQ to determine whether you gain any useful insight from this experience. The ritual is fatiguing, however; at the end of the hour, you lose 10 FP. As a side benefit, followers of your deity sense your special status and react to you at +1. 10 points. Very Blessed: As above, but your IQ roll to interpret visions is at +5 and the reaction bonus from your god’s followers is +2. 20 points. Heroic Feats: Your blessing gives you the ability to perform a particular heroic feat. Once per game session, you may add 1d to one of ST, DX, or HT (other traits, such as Basic Move, are at the GM’s discretion). You must specify which trait is boosted when you buy the advantage. This bonus lasts 3d seconds, after which your abilities revert to normal and you suffer any penalties amassed during the blessing boosts HP and you are reduced to -5 ¥ your normal HP but not -5 ¥ your “blessed” HP, you will die when the bonus HP wear off unless you receive some sort of healing.) 10 points. The GM may choose to allow other blessings as well.</desc>
</value>
</entry>
<entry>
<key>Brachiator</key>
<value>
<name>Brachiator</name>
<nums>31</nums>
<stat>5 points</stat>
<desc>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.</desc>
</value>
</entry>
<entry>
<key>Breath-Holding</key>
<value>
<name>Breath-Holding</name>
<nums>31</nums>
<stat>2 points/level</stat>
<desc>You are adept at holding your breath. Each level doubles the length of time you can do so (see Holding Your Breath, p. 351). Normal humans may not take this advantage – to be a world-record diver, learn Breath Control (p. 182). Nonhumans and supers can combine this advantage with Breath Control!</desc>
</value>
</entry>
<entry>
<key>Business Acumen</key>
<value>
<name>Business Acumen</name>
<stat>see Talent, p. 89</stat>
<desc/>
</value>
</entry>
<entry>
<key>Catfall</key>
<value>
<name>Catfall</name>
<nums>31</nums>
<stat>10 points</stat>
<desc>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.</desc>
</value>
</entry>
<entry>
<key>Chameleon</key>
<value>
<name>Chameleon</name>
<nums>31</nums>
<stat>5 points/level</stat>
<desc>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. Special Enhancements Extended: Your ability affects more than one visual or scanning sense. Each sense beyond the first is +20%. Special Limitations Always On: You cannot turn this ability off. Strangers react at -1; the flickering effect is irritating. -10%.</desc>
</value>
</entry>
<entry>
<key>Channeling</key>
<value>
<name>Channeling</name>
<nums>25</nums>
<stat>10 points</stat>
<desc>You can become a conduit for the spirit world, allowing spirits to speak through you. To do so, you must enter a trance, achieved through one minute of concentration and a Will roll (at +2 if you have Autotrance, p. 101). You are unaware of the world around you while you are in this state. Once you have entered your trance, any spirit in the immediate vicinity can enter your body and use it to speak or write messages. The GM controls what the spirit does or says. The spirit answers questions put to it by others, but it is not bound to tell the truth. This is a minor form of possession: the spirit can use your body only to communicate. However, if it has the Possession ability (p. 75), it is considered to be touching you, and can attempt full possession while you are in a trance. You are considered “wary,” and thus get +5 to resist.</desc>
</value>
</entry>
<entry>
<key>Charisma</key>
<value>
<name>Charisma</name>
<nums>2</nums>
<stat>5 points/level</stat>
<desc>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.</desc>
</value>
</entry>
<entry>
<key>Chronolocation</key>
<value>
<name>Chronolocation</name>
<stat>see Absolute Timing, p. 35</stat>
<desc/>
</value>
</entry>
<entry>
<key>Claim to Hospitality</key>
<value>
<name>Claim to Hospitality</name>
<nums>4</nums>
<stat>1 to 10 points</stat>
<desc>You belong to a social group that encourages its members to assist one another. When you are away from home, you may call on other members of this group for food, shelter, and basic aid. The point cost depends on the extent and wealth of the group. A single friend with a house in another city is worth 1 point; a small family, 2 points; a society of merchants along an important trade route, 5 points; and a vast alliance of wealthy figures, such as “every merchant in the world,” 10 points. In the appropriate situation, members of the group should be easy to find (14 or less after 1d-1 hours of searching), but the chance of meeting one at random is small (6 or less to meet one in a small crowd in an appropriate place). Claim to Hospitality mainly saves the cost and trouble of finding lodging while “on the road” (although if you are wealthy, you might be expected to give gifts to your hosts), but there are side benefits. Members of the group are friendly to each other advice, introductions, and small loans, if asked. The level of assistance might occasionally approach that of Contacts (p. 44). If you expect anything more, though, buy Allies (p. 36) or Patrons (p. 72). This advantage cuts both ways. If you take it, you can be asked, when at home (at the GM’s whim), to provide NPCs with exactly the same sort of hospitality you claim while away. This may become an adventure hook! If you refuse such aid, you will eventually get a bad name and lose this advantage.</desc>
</value>
</entry>
<entry>
<key>Clairsentience</key>
<value>
<name>Clairsentience</name>
<nums>25</nums>
<stat>50 points</stat>
<desc>You can displace all of your ranged senses (for humans: sight, hearing, and smell) to a point outside your body. This “viewpoint” must be a specific location within 10 yards. You can modify this range with Increased Range (p. 106) or Reduced Range temporarily by spending 2 FP per minute. To initiate Clairsentience, pick the desired viewpoint (which can be inside something) and its facing, concentrate for one minute, and then make an IQ roll. If the viewpoint is out of sight, you must specify distance and direction, and the roll is at -5. On a success, you can use your ranged senses as if you were physically present at the viewpoint (this means you cannot sense the environment around your body!). Your vision ignores darkness penalties completely. You cannot see through solid objects, but if your viewpoint were inside (for example) a closed chest, you would see what was inside despite the lack of light. If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Clairsentience for as long as you like. On failure by 1, your senses go to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours. To return your displaced senses, move them elsewhere, or change their facing (usually only important for vision), you must concentrate for one second and make another IQ roll. However, a viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part. You can only have one viewpoint at a time – you cannot put hearing in one location, vision in another, etc. Special Limitations Clairaudience: Only your sense of hearing is displaced. -30%. Clairosmia: Only your sense of smell is displaced. -60%. Clairvoyance: Only your sense of sight is displaced. -10%. ESP: Your ability is part of the ESP psi power (see p. 255). -10%. Visible: Your senses have a visible manifestation – for instance, a floating face. -10%.</desc>
</value>
</entry>
<entry>
<key>Claws</key>
<value>
<name>Claws</name>
<nums>31</nums>
<stat>Variable</stat>
<desc>You have claws. This advantage modifies all your hands and feet; there is no discount for claws on only some of your limbs. There are several variations: Blunt Claws: Very short claws, like those of a dog. Add +1 per die to the damage you inflict with a punch or kick; e.g., 2d-3 becomes 2d-1. 3 points. Hooves: Hard hooves, like those of a horse. Add +1 per die to the damage you inflict with a kick, and give your feet (only) +1 DR. 3 points. Sharp Claws: Short claws, like those of a cat. Change the damage you inflict with a punch or kick from crushing to cutting. 5 points. Talons: Longer claws – up to 12” long. Change the damage you inflict with a punch or kick from crushing to your choice of cutting or impaling Long Talons: Huge claws, like sword blades extending from your body! Treat these as Talons, but damage is +1 per die. 11 points.</desc>
</value>
</entry>
<entry>
<key>Clerical Investment</key>
<value>
<name>Clerical Investment</name>
<nums>4</nums>
<stat>5 points</stat>
<desc>You are an ordained priest of a recognized religion. You enjoy a number of privileges that a layman lacks, notably the authority to preside over weddings, funerals, and similar ceremonies. This gives you a +1 reaction bonus from co-religionists and those who respect your faith, and entitles you to use a title – Father, Sister, Rabbi, etc. Remember that not all clerics are unholy Cult of Set, is also a vested priest. The blessings and marriages he performs are as meaningful to his followers as those of a vicar are to his parish. And – if Set so wills – Aka’Ar can perform exorcisms as potent as those of a Christian priest, if not more so. After all, Aka’Ar has a better working knowledge of demons . . . Clerical Investment is purely social in nature. It does not confer miraculous powers. If you wish to wield divine power by proxy, take Blessed (p. 40), Power Investiture (p. 77), or True Faith Clerical Investment includes Religious Rank 0 (see p. 30). If you want more influence within your church, buy up your Rank.</desc>
</value>
</entry>
<entry>
<key>Clinging</key>
<value>
<name>Clinging</name>
<nums>31</nums>
<stat>20 points</stat>
<desc>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 chocolate, are -80%.</desc>
</value>
</entry>
<entry>
<key>Combat Reflexes</key>
<value>
<name>Combat Reflexes</name>
<nums>2</nums>
<stat>15 points</stat>
<desc>You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls (see Defending, p. 374), Checks (see Fright Checks, p. 360). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental rolls to avoid a surprise attack – +2 if you are the leader. For details, see Surprise Attacks and Initiative (p. 393). Combat Reflexes is included in Enhanced Time Sense (p. 52). If you have ETS, you cannot also take Combat Reflexes.</desc>
</value>
</entry>
<entry>
<key>Common Sense</key>
<value>
<name>Common Sense</name>
<nums>2</nums>
<stat>10 points</stat>
<desc>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.</desc>
</value>
</entry>
<entry>
<key>Compartmentalized Mind</key>
<value>
<name>Compartmentalized Mind</name>
<nums>21</nums>
<stat>50 points/level</stat>
<desc>Your mental coordination gives you, in effect, more than one mind. Each mind – or “compartment” – functions independently and at full capability. Your compartments are identical, but hypnotism, magic, psionics, and the like affect them separately (e.g., one compartment could be hypnotized without affecting any of the others). This advantage does not allow your body to perform more than one task. A normal character may select one maneuver on his turn in combat. This may be physical or mental. Each level of Compartmentalized Mind adds one extra mental maneuver to this allotment. For instance, Compartmentalized Mind 1 would let you perform one mental maneuver and one physical maneuver (e.g., Concentrate on a spell and Attack) or two mental maneuvers (e.g., Concentrate on two spells), but never more than one physical maneuver – for that, see Extra Attack (p. 53). If one compartment is under external influence, roll a Quick Contest of Will to see whether it gains control of the body. The compartment currently in control of the body rolls at +1. Battling compartments may attempt to use mental powers on each other. Treat them as completely separate minds for this purpose, each with your IQ, Will, and mental abilities (such as Mind Shield). Two variations on this advantage are available for vehicles built as characters: Controls: Each level buys one set of controls. Controls let an operator perform his own physical or mental maneuvers using your abilities (e.g., Innate Attack or Radar), as per the rules for vehicular combat (see p. 467). The operator directs all actions of an IQ 0 vehicle with this advantage. Physical limits still apply; for instance, a vehicle can make no more attacks than it has ready weapons. Resolve conflicts between operators by rolling a Quick Contest of vehicle operation skill. 25 points/level. Dedicated Controls: As Controls, but each set of controls handles a specific task; e.g., “tail gunner.” The person manning them can’t operate anything else. 10 points/level.</desc>
</value>
</entry>
<entry>
<key>Constriction Attack</key>
<value>
<name>Constriction Attack</name>
<nums>31</nums>
<stat>15 points</stat>
<desc>Your musculature is optimized for crushing your opponents – whether by like a python. To use this ability, you must first successfully grapple your intended victim, whose Size Modifier 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.</desc>
</value>
</entry>
<entry>
<key>Contact Group</key>
<value>
<name>Contact Group</name>
<nums>4</nums>
<stat>Variable</stat>
<desc>You have a network of Contacts out a particular organization or social stratum. You must specify a corporation, criminal syndicate, military unit, police department, or similar organization, or the underworld, merchants, upper class, etc. of one particular town. Broader Contact Groups are not allowed. You may request information from a Contact Group exactly as you would an individual Contact, using the same rules for frequency of appearance, effective skill, and reliability. The difference is that a Contact Group’s effective skill reflects ability at an entire category of skills – e.g., “business skills” if your Contact Group is a corporation, or “military skills” if your Contact Group is a military unit – as opposed to one specific skill. You must define this area of knowledge when you purchase the Contact Group, and it must be appropriate to the organization. The GM rolls against the group’s effective skill when you request any information that it could reasonably provide. However, this is an abstract success roll, not a roll against a specific skill. For instance, a police Contact Group could provide ballistics comparisons, criminal profiles, legal advice, police records, and introductions to criminals. It would not specifically use Forensics, Criminology, Law, Administration, or Streetwise skills for this, but the information provided might be appropriate to any of these “police skills.” To determine the point cost of a Contact Group, select its effective skill, frequency of appearance, and reliability level just as you would for a simple Contact, then multiply the resulting cost by 5.</desc>
</value>
</entry>
<entry>
<key>Contacts</key>
<value>
<name>Contacts</name>
<nums>4</nums>
<stat>Variable</stat>
<desc>You have an associate who provides you with useful information, or who does small (pick any two of “quick,” favors for you. The point value of a Contact is based on the skill he uses to assist you, the frequency with which he provides information or favors, and his reliability as a person. Effective Skill of Contact First, decide on the type of Contact you have. He might be anything from a wino in the right gutter to a head of state, depending on your background. What is important is that he has access to information, knows you, and is likely to react favorably. (Of course, offering cash or favors is never a bad idea; the GM will set the Contact’s Next, choose the useful skill your Contact provides. This skill must match the Contact’s background; e.g., Finance for a banker or Forensics for a lab technician. Since the GM rolls against this skill when you request aid from your Contact, you should select a skill that can provide the results you expect. If you want ballistics comparisons, take a Contact with Forensics, not Finance! After that, select an effective skill level. This reflects the Contact’s connections, other skills, Status, etc. It need not be his actual skill level (the GM will set this, if it matters). For instance, the president of a local steel mill might have business-related skills of 12-14, but his effective skill might be 18 because of his position in the company. This skill level determines the Contact’s base cost: Effective Skill Base Cost 12 1 point 15 2 points 18 3 points 21 4 points Add 1 point to these costs for Contacts who can obtain information using supernatural talents (ESP, magical divination, etc.). This is common for spirits, wizards, etc. Frequency of Appearance Select a frequency of appearance, as explained under Frequency of Appearance (p. 36), and apply its multiplier to the base cost of the Contact. When you wish to reach your Contact, the GM rolls against his frequency of appearance. On a failure, the Contact is busy or cannot be located that day. On a 17 or 18, the Contact cannot be reached for the entire adventure! On a success, the GM will roll against the Contact’s effective skill once per piece of information or minor favor you request. No Contact may be reached more than once per day, even if several PCs share the same Contact. If you have several questions to ask, you should have them all in mind when you first reach your Contact. The Contact answers the first question at his full effective skill. Each subsequent question is at a cumulative -2. Don’t overuse your Contacts! A Contact can never supply information outside his area of knowledge. Use common sense. Likewise, the GM must not allow a Contact to give information that short-circuits an important part of the adventure. You must explain how you normally get in touch with your Contact. Regardless of frequency of appearance, you cannot reach your Contact if those channels are closed. Reliability Contacts are not guaranteed to be truthful. Reliability multiplies the Contact’s point cost as follows: Completely Reliable: Even on a critical failure on his effective skill roll, the Contact’s worst response will be “I don’t know.” On an ordinary failure, he can find information in 1d days. ¥3. Usually Reliable: On a critical failure, the Contact lies. On any other failure, he doesn’t know now, “. . . but check back in (1d) days.” Roll again at that time; a failure then means he can’t find out at all. ¥2. Somewhat Reliable: On a failure, the Contact doesn’t know and can’t find out. On a critical failure, he lies – and on a natural 18, he lets the opposition or authorities (as appropriate) know who is asking questions. ¥1. Unreliable: Reduce effective skill by 2. On any failure, he lies; on a critical failure, he notifies the enemy. ¥1/2 point). Money Talks Bribery, whether cash or favors, motivates a Contact and increases his reliability level. Once reliability reaches “usually reliable,” further levels of increase go to effective skill; bribery cannot make anyone completely reliable! A cash bribe should be about equivalent to one day’s income for a one month’s for +3, and one year’s for +4. Favors should be of equivalent worth, and should always be something that you actually play out in the game. The bribe must also be appropriate to the Contact. A diplomat would be insulted by a cash bribe, but might welcome an introduction into the right social circle. A criminal might ask for cash but settle for favors that could get you in trouble. A police detective or wealthy executive might simply want you to “owe him one” for later . . . which could set off a whole new adventure, somewhere down the road. Contacts in Play You may add new Contacts in play, provided you can come up with a good in-game justification. The GM might even turn an existing NPC into a Contact for one or more PCs – possibly in lieu of character points for the adventure in which the PCs developed the NPC as a Contact. For instance, the reward for an adventure in which the party helped solve a bank robbery might be a knowledgeable, reliable police Contact. Examples of Contacts The list of all possible Contacts – and their skills – would fill an entire book. Here are just a few examples: Business. Business owners, executives, secretaries, and even the mailroom flunky can supply information on business dealings. They generally provide a business skill, such as Accounting, Administration, or Finance. A mail boy or typist might have effective skill 12; the president’s secretary has skill 15; a senior executive or accountant has skill 18; and the CEO, president, or chairman of the board has skill 21. Military. This could be anyone from an enlisted grunt to a general. Such Contacts might provide information on troop movements, details on secret weapons or tactics, or top-level strategy. This could take the form of SavoirFaire (Military), Strategy, or Tactics skill – or perhaps a technical skill, such as Engineer. A Rank 0 soldier would have effective skill 12, a Rank 12 NCO would have skill 15, a Rank 35 officer would have skill 18, and a Rank 6 or higher officer would have skill 21. Police. Anyone connected with law enforcement and criminal investigations: beat cops, corporate security, government agents, forensics specialists, coroners, etc. Typical skills are Criminology, Forensics, Intelligence Analysis, and Law. Beat cops and regular private security officers have effective skill 12; detectives, federal agents, and records clerks are skill 15; administrators Special Agents in Charge, etc.) are skill 18; and senior officers (sheriffs, chiefs of police, District Superintendents, Security Chiefs, etc.) are skill 21. Street. Thugs, fences, gang members, mobsters, and the like can provide information on illicit activities, local criminal gossip, upcoming crimes, etc. Most provide Streetwise skill. “Unconnected” crooks (those who are not part of the local criminal organization) have effective skill 12; lieutenants and other powerful criminals are skill 18; and an actual crime lord (e.g., the Don, clan chief, or Master of the Thieves’ Guild) has skill 21.</desc>
</value>
</entry>
<entry>
<key>Courtesy Rank</key>
<value>
<name>Courtesy Rank</name>
<stat>see Rank, p. 29</stat>
<desc/>
</value>
</entry>
<entry>
<key>Cultural Adaptability</key>
<value>
<name>Cultural Adaptability</name>
<nums>2</nums>
<stat>10 or 20 points</stat>
<desc>You are familiar with a broad spectrum of cultures. When dealing with those cultures, you never suffer the -3 “cultural unfamiliarity” penalty given under Culture (p. 23). This is definitely a cinematic ability! Point cost depends on the scope of your familiarity: Cultural Adaptability: You are familiar with all cultures of your race. 10 points. Xeno-Adaptability: You are familiar with all cultures in your game world, regardless of race. 20 points.</desc>
</value>
</entry>
<entry>
<key>Cultural Familiarity</key>
<value>
<name>Cultural Familiarity</name>
<stat>see p. 23</stat>
<desc/>
</value>
</entry>
<entry>
<key>Cybernetics</key>
<value>
<name>Cybernetics</name>
<nums>3</nums>
<stat>Variable</stat>
<desc>Treat most cybernetic implants as equivalent advantages: Infravision for a bionic eye, Damage Resistance for dermal armor, etc. Some implants may qualify for the Temporary Disadvantage limitation (p. 115); suitable temporary disadvantages include Electrical (p. 134) and Maintenance not to your overall capabilities.</desc>
</value>
</entry>
<entry>
<key>Damage Resistance</key>
<value>
<name>Damage Resistance</name>
<nums>31</nums>
<stat>5 points/level</stat>
<desc>Your body itself has a Damage Resistance score. Subtract this from the damage done by any physical or energy attack after the DR of artificial armor (you can normally wear armor over natural DR) but before multiplying the injury for damage type. By default, natural DR does not protect your eyes (or windows, if you are a vehicle) or help against purely mental attacks, such as telepathy. Normal humans cannot purchase DR at all. Creatures with natural armor can buy DR 1 to 5. Thick skin or a pelt would be DR 1; pig hide, armadillo shell, a heavy pelt, or scales like those of a lizard would be DR 2; rhinoceros hide or a pangolin’s armor plates would be DR 3; alligator scales or elephant hide would be DR 4; and a giant tortoise would have DR 5. Robots, supers, supernatural entities, etc. can purchase any amount of DR, subject to GM approval. Many special modifiers are available to change the basic assumptions of this advantage. Special Enhancements Absorption: You can absorb damage and use it to enhance your abilities. Each point of DR stops one point of damage and turns it into one character point that you can use to improve traits (anything but skills) temporarily. You store these points in a “battery” with capacity equal to DR Once this battery is full, each point of DR will still stop one point of damage, but will not convert it into a character point. You do not have to use stored points immediately, but you cannot reallocate points once used. You lose absorbed points – unused ones first – at the rate of one Limited Defenses point per second. You lose enhanced abilities as the points drain away. FP, you can heal yourself. Restoring one HP drains 2 stored points immediately; restoring one FP drains 3 points. Such healing is permanent. Only HP or FP in excess of your usual scores drain away.) You cannot absorb damage from your own ST or attack abilities. +80% if absorbed points can only enhance one trait character) or can only heal; +100% if you can raise any trait. Force Field: Your DR takes the form of a field projected a short distance from your body. This protects your entire body – including your eyes – as well as anything you are carrying, and reduces the damage from attacks before armor DR. Effects that rely on touch (such as many magic spells) only affect you if carried by an attack that does enough damage to pierce your DR. +20%. Hardened: Each level of Hardened reduces the armor divisor of an attack by one step. These steps are, in order: “ignores DR,” 100, 10, 5, 3, 2, and 1 (no divisor). +20% per level. Reflection: Your DR “bounces back” any damage it stops at your attacker. The remaining damage affects you normally. The attacker doesn’t get an active defense against the first attack you reflect back at him, but gets his usual defenses against subsequent reflected attacks. Reflection only works vs. direct hits! It cannot reflect damage from explosions, fragments, poison gas, or anything else that affects an entire area. This enhancement is mutually exclusive with Absorption. +100%. 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 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. 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. 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 Limited: Your DR applies only to certain attack forms or damage types. See Limited Defenses (box) for details. Partial: Your DR only protects a specific hit location. This is worth part (see p. 398). For instance, an animal with butting horns and a thick skull might have “Skull only,” for 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 is mutually incompatible with Force Field. -40%. 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.</desc>
</value>
</entry>
<entry>
<key>Danger Sense</key>
<value>
<name>Danger Sense</name>
<nums>2</nums>
<stat>15 points</stat>
<desc>You can’t depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something’s wrong . . . If you have Danger Sense, the GM rolls once against your Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger. Danger Sense is included in Precognition (p. 77); if you have the latter trait, you cannot also have Danger Sense. Special Limitations ESP: Your ability is part of the ESP psi power (see p. 255). -10%.</desc>
</value>
</entry>
<entry>
<key>Daredevil</key>
<value>
<name>Daredevil</name>
<nums>2</nums>
<stat>15 points</stat>
<desc>Fortune seems to smile on you when you take risks! Any time you take an unnecessary risk (in the GM’s opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior. Example: A gang of thugs opens fire on you with automatic weapons. If you crouch down behind a wall and return fire from cover, Daredevil gives no bonuses. If you vault over the wall and charge the gunmen, screaming, it provides all of its benefits!</desc>
</value>
</entry>
<entry>
<key>Dark Vision</key>
<value>
<name>Dark Vision</name>
<nums>31</nums>
<stat>25 points</stat>
<desc>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%.</desc>
</value>
</entry>
<entry>
<key>Destiny</key>
<value>
<name>Destiny</name>
<nums>25</nums>
<stat>Variable</stat>
<desc>Your fate is preordained. This is considered an advantage if you are destined for great things – although this might not always be clear, and might even be inconvenient at times. For a disadvantageous Destiny, see p. 131. When you choose this advantage, you may only specify its point value. The GM will secretly determine the nature of your Destiny, according to its point value and the dictates of the campaign. You might discover some clues about your Destiny via magical divination or similar techniques, but you are highly unlikely to learn its full extent until it is fulfilled. Note also that a Destiny may change as the campaign develops. Be aware that this advantage gives the GM absolute license to meddle with your life – the GM must make the Destiny work out! Working out a good Destiny and making sure it comes to pass require considerable ingenuity on the part of the GM. The GM may wish to forbid this advantage if he feels it would send the campaign off the rails. The point value of the Destiny determines its impact: Great Advantage: You are fated to achieve greatness within your lifetime. In the end, everyone will know and praise your name! Sooner or later, something will happen to bring this Destiny to fruition. Note that this does not guarantee “success.” If you choose to jump in front of an assassin’s knife during your first game session, the GM might just decide the Destiny is fulfilled . . . you died a hero! 15 points. Major Advantage: As above, but to a lesser extent. Alternatively, you might be doomed to die in a particular place or in a particular fashion: at sea, by the hand of an emperor, underground, or whatever. You can be grievously wounded – even maimed – under other circumstances, but you will not die. If you avoid the circumstances that would fulfill your Destiny, knowingly or otherwise, you might find that Fate has a few surprises. The sea might flood your home while you sleep, the general against whom you march might be the future emperor, or Mt. Vesuvius might bury you under tons of ash. 10 points. Minor Advantage: You are fated to play a small part in a larger story, but this part will reflect to your credit. In game terms, you are guaranteed one significant victory. 5 points. If you fulfill your Destiny and survive, it’s over – but you might feel its repercussions for years to come. In general, the GM should let you put the character points spent on an advantageous Destiny toward a positive Reputation. A Destiny that goes unnoticed once fulfilled is not much of a Destiny!</desc>
</value>
</entry>
<entry>
<key>Detect</key>
<value>
<name>Detect</name>
<nums>2/31</nums>
<stat>Variable</stat>
<desc>You can detect a specific substance or condition, even when it is shielded from the five human senses. This requires one second of concentration, after which the GM will secretly make a Sense roll for you (see Sense Rolls, p. 358). The range modifiers from the Size and Speed/Range Table (p. 550) apply. You may buy a special Acute Sense (p. 35) to improve the roll, thereby increasing your effective range. On a success, the GM tells you the direction to the nearest significant source of the substance, and give you a clue as to the quantity present. On a failure, you sense nothing. Detect also includes the ability to analyze what you detect. This requires an IQ roll; the better the roll, the more precise the details. For instance, if you had Detect (Metal), you could tell gold from iron on a successful IQ roll, and might learn details – such as whether the gold is in the form of ore or bars, and its precise purity – on a critical success. The base cost of Detect is as follows: Rare (sorceresses, fire magic, zombies, gold, radar, radio): 5 points. Occasional (spellcasters, magic, undead, precious metal, electric fields, magnetic fields, radar and radio): 10 points. Common (humans, supernatural phenomena, supernatural beings, metal, electric and magnetic fields): 20 points. Very Common (all life, all supernatural phenomena and beings, all minerals, all energy): 30 points. Note that the ability to detect certain phenomena can often justify other advantages. For instance, Detect Absolute Direction. Special Enhancements Precise: On a successful Sense roll, you also learn the distance to whatever you detect. +100%. Signal Detection: You can detect an active transmission of some sort, such as a radio, radar, or laser; see Scanning Sense (p. 81) and Telecommunication but must be within twice the signal’s own range and (if the signal is directional) within in its path. +0%. Special Limitations Vague: You can only detect the presence or absence of the target substance. Direction and quantity are revealed only on a critical success, and you cannot analyze what you detect. This limitation is mutually exclusive with Precise. -50%.</desc>
</value>
</entry>
<entry>
<key>Digital Mind</key>
<value>
<name>Digital Mind</name>
<nums>31</nums>
<stat>5 points</stat>
<desc>You are a sentient computer program – possibly an artificial intelligence or an “upload” of a living mind. By default, you inhabit a body that includes a computer with Complexity equal to at least half your IQ; see Computers (p. 472). You are completely immune to any power defined as “Telepathic,” and to magic spells that specifically affect living minds. However, computer viruses and abilities that affect Digital Minds can affect you; you can be taken offline (or even stored, unconscious, as data); and those with Computer Hacking or Computer Programming skill can gain access to your data . . . and possibly read or alter your consciousness! You are likely to have the Machine meta-trait (p. 263), but this is not mandatory, as you could be a computer-like mind inside an organic body implant). The Reprogrammable disadvantage (p. 150) is also common for Digital Minds, as is the Automaton meta-trait (p. 263), but you do not have to possess either trait. Many advantages are also possible but not automatic: Computing Power: If you operate faster than a human mind, buy Enhanced Time Sense (p. 52). If you can add advantages or skills temporarily by running programs, buy Modular Abilities (p. 71). Copies: If you can run multiple copies of your mind on a single computer system, buy Compartmentalized Mind (p. 43). If you can create loyal copies that run on other systems, buy Duplication (p. 50) with the Digital limitation. If you have copies backed up offline, buy Extra Life (p. 55). Uploading: If you can actively ers, buy Possession (p. 75) with the Digital limitation. If you can do this easily, buy extra bodies as Puppets Discriminatory Hearing</desc>
</value>
</entry>
<entry>
<key>Discriminatory Hearing</key>
<value>
<name>Discriminatory Hearing</name>
<nums>31</nums>
<stat>15 points</stat>
<desc>You have a superhuman ability to distinguish between sounds. You can always identify people by voice, and can recognize individual machines by their “sound signature.” You may memorize a sound by listening to it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt. You get +4 (in addition to any Acute Hearing bonuses) on any task that utilizes hearing, and receive +4 to Shadowing skill when following a noisy target. To simulate the passive sonar used by submarines, add a -30% Accessibility limitation, “Only underwater.” Discriminatory Smell 3</desc>
</value>
</entry>
<entry>
<key>Discriminatory Smell</key>
<value>
<name>Discriminatory Hearing</name>
<nums>1</nums>
<stat>15 points</stat>
<desc>Your sense of smell is far beyond the human norm, and can register distinctive odors for practically everything you may encounter. This allows you to recognize people, places, and things by scent. You may memorize a scent by sniffing it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt. You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of smell, and receive +4 to Tracking skill. If you actually become ill when exposed to the odor of a particular substance, take the Temporary Disadvantage limitation (p. 115). The most common effect is Revulsion allow other temporary disadvantages. Special Enhancements Emotion Sense: You can detect a person or animal’s emotional state by odor. This functions as the Empathy advantage (p. 51), but you must be within 2 yards of the subject. +50%. Discriminatory Taste</desc>
</value>
</entry>
<entry>
<key>Discriminatory Taste</key>
<value>
<name>Discriminatory Taste</name>
<nums>31</nums>
<stat>10 points</stat>
<desc>This talent functions in most ways like Discriminatory Smell (above), but enhances the sense of taste instead, so tracking is not possible. You must ingest a small quantity of the material to be examined; for a living subject, this means bodily fluids. This gives you an IQ roll to recognize the taste, identify whether a substance is safe to eat, etc. You can perform a detailed skill (Chemistry, Cooking, Pharmacy, Poisons . . .). You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of taste.</desc>
</value>
</entry>
<entry>
<key>Doesn’t Breathe</key>
<value>
<name>Doesn’t Breathe</name>
<nums>31</nums>
<stat>20 points</stat>
<desc>You do not breathe or require oxygen. Choking and strangulation attempts cannot harm (or silence!) you, and you are immune to inhaled toxins. You are still affected by contact poisons, pressure, and vacuum; take Sealed (p. 82), Pressure Support respectively, to resist those threats. Special Limitations Gills: You can extract oxygen from water, allowing you to remain submerged indefinitely. You suffocate if the water contains no dissolved oxygen. You are immune to strangulation and “the bends.” If you can only survive underwater, and suffocate in air as quickly as a normal human would drown underwater, Doesn’t Breathe Oxygen Absorption: As Gills, but you can absorb oxygen through the surface of your body whether it is in the air, a liquid, or another medium. Your body does not absorb poisonous gases, but you will suffocate if there is no oxygen available. You can use breathing equipment in space (your lungs are capable of working normally). You may not have the Sealed advantage. -25%. Oxygen Combustion: As Oxygen Absorption, but you cannot breathe underwater or anywhere else fire cannot burn. -50%. Oxygen Storage: You need to breathe, but you can go for extended periods of time without doing so; perhaps you store oxygen (like a whale) or have superior blood oxygenation. This differs from Breath-Holding in that you are completely immune to holds out. If you can effectively “hold your breath” for 25 times as long as usual, this is -50%; 50 times, -40%; 100 times, -30%; 200 times, -20%; 300 times, -10%.</desc>
</value>
</entry>
<entry>
<key>Doesn't eat or Drink</key>
<value>
<name>Doesn't eat or Drink</name>
<nums>31</nums>
<stat>10 points</stat>
<desc>You do not require food, water, or fuel. Your body is powered in some other manner: solar power, ambient magical energy, etc. A sufficiently rare energy source might qualify you for Dependency (p. 130).</desc>
</value>
</entry>
<entry>
<key>Doesn’t Sleep</key>
<value>
<name>Doesn’t Sleep</name>
<nums>31</nums>
<stat>20 points</stat>
<desc>You do not have to sleep at all. You can ignore all ill effects from missed nights of rest.</desc>
</value>
</entry>
<entry>
<key>Dominance</key>
<value>
<name>Dominance</name>
<nums>25</nums>
<stat>20 points</stat>
<desc>You can “infect” others with a supernatural condition – vampirism, lycanthropy, etc. – and exert absolute control over them. This trait is only appropriate for supernatural beings that spread their “curse” through infection, and only affects members of susceptible races (typically your original race and very similar races). The GM is the judge of which curses are spread this way and who is susceptible. When you buy Dominance, you must specify one natural attack – Claws, Innate Attack, Vampiric Bite, etc. – that delivers the infection. Anyone you damage this way must roll 3d vs. the HP of injury he received rolls under the damage amount, he becomes infected, and will change into the same kind of creature as you in 2d days, or at the GM’s discretion, without suitable supernatural intervention. The GM is free to impose additional conditions for infection; for instance, the victim might have to suffer three attacks, or share your blood, or even die before making the roll above. Once the transition is complete, the victim acquires your supernatural racial template (Vampire, Werewolf, etc.) plus Slave Mentality (p. 154). He becomes your subordinate. If he goes on to infect others, his victims will acquire the same traits and serve you as well. Dominance itself costs 20 points, but to control a new victim, you must have sufficient unspent points to buy him as an Ally (p. 36) with the enhancements “Minion” (due to his Slave Mentality) and “Special Abilities” for you). You can choose any frequency of appearance, and may improve this later on with earned points. If you lack the points to buy you victim as an Ally – even at a frequency of “6 or less” become your slave. Dominance persists until you die grows in power and you cannot (or choose not to) spend the points to keep him as an Ally, or the GM rules the curse is broken via supernatural means. If any of these things occur, your victim will lose Slave Mentality and become free-willed. You may use the points spent on your former Ally to dominate new victims. See Infectious Attack (p. 140) for the disadvantageous form of Dominance.</desc>
</value>
</entry>
<entry>
<key>Double-Jointed</key>
<value>
<name>Double-Jointed</name>
<stat>see Flexibility, p. 56</stat>
<desc/>
</value>
</entry>
<entry>
<key>Duplication</key>
<value>
<name>Duplication</name>
<nums>2/31</nums>
<stat>35 points/copy</stat>
<desc>You can split into two or more bodies (“Dupes”), each possessing your full knowledge and powers (but not copies of your equipment, unless you buy a special enhancement). It takes one second and a Concentrate maneuver to separate or merge. When your Dupes merge, your FP and HP are the average of all your copies’ FP and HP at that time. Your combined self remembers everything experienced by any Dupe. Dupes have no special ability to coordinate with one another. For that, buy Telesend (see Telecommunication, p. 91). If your Telesend works only with your Dupes, you may take the Racial limitation. You may combine Telesend with a Mindlink (p. 70) with your Dupes, in which case you are in constant telepathic contact – no die rolls required. If one of your Dupes dies, all the others immediately take 2d damage and are stunned. This is mental stun if you define Duplication as a mental trait, physical stun if you define it as a physical trait. The IQ or HT roll to recover is at -6. You also lose the points you spent for that Dupe. The GM may allow you to buy back a dead Dupe with unspent points. Alternatively, an Extra Life (p. 55) will let you bring back any one dead Dupe. Your point value drops by the price of the Extra Life, but this is cheaper than buying back a Dupe. Special Enhancements Duplicated Gear: Your Dupes appear with copies of Signature Gear ing. Duplicated equipment vanishes when you merge, even if it becomes separated from you. Treat your equipment’s HP, ammunition, energy supply, etc. just like your own HP and FP when you merge. +100%. No Sympathetic Injury: If one of your Dupes is killed, the others are not stunned or hurt. +20%. Special Limitations Digital: Your Dupes are software copies of your mind, not physical copies of your body. They can possess other computers or occupy spare Puppets (p. 78). You may only take this limitation if you have both Digital Mind (p. 48) and Possession (Digital) Shared Resources: Your Dupes do not share your full FP and HP; instead, you must distribute your FP and HP among them. For instance, if you had 15 HP and one Dupe, you could split your HP 7 and 8, 2 and 13, or in any other combination that totaled 15. You need not distribute FP and HP proportionally; with 15 HP and 15 FP, you could give one copy 3 FP and 9 HP and the other 12 FP and 6 HP. When your bodies re-combine, add their FP and HP instead of averaging. -40%.</desc>
</value>
</entry>
<entry>
<key>Eidetic Memory</key>
<value>
<name>Eidetic Memory</name>
<nums>2</nums>
<stat>5 or 10 points</stat>
<desc>You have an exceptionally good memory. Anyone may attempt an IQ roll to recall the general sense of past events – the better the roll, the truer the memory, but the details are sketchy. With this talent, you automatically succeed at these “memory rolls,” and you often recall precise details. This trait comes in two levels: Eidetic Memory: You automatically remember the general sense of everything you concentrate on, and can recall specific details by making an IQ roll. It is possible to “learn” this advantage in play (bards and skalds often acquire it to recall poems and songs). 5 points. Photographic Memory: As above, but you automatically recall specific details, too. Any time you, the player forget a detail your character has seen or heard, the GM or other players must remind you – truthfully! 10 points. This trait affects recall, not comprehension, and so does not benefit skills. However, it gives a bonus whenever the GM requires an IQ roll for learning: +5 for Eidetic Memory, +10 for Photographic Memory.</desc>
</value>
</entry>
<entry>
<key>Elastic Skin</key>
<value>
<name>Elastic Skin</name>
<nums>31</nums>
<stat>20 points</stat>
<desc>You can alter your skin and facial features (but not clothing or makeup) to duplicate those of another member of your race or a very similar race. This takes 10 seconds, and requires a Disguise roll if you try to duplicate a particular individual. It takes three seconds to return to your original form. This ability gives +4 to all Disguise rolls.</desc>
</value>
</entry>
<entry>
<key>Empathy</key>
<value>
<name>Empathy</name>
<nums>2</nums>
<stat>5 or 15 points</stat>
<desc>You have a “feeling” for people. When you first meet someone – or are reunited after an absence – you may ask the GM to roll against your IQ. He will tell you what you “feel” about that person. On a failed IQ roll, he will lie! This talent is excellent for spotting impostors, possession, etc., and for determining the true loyalties of NPCs. You can also use it to determine whether someone is lying . . . not what the truth is, but just whether they are being truthful with you. This advantage comes in two levels: Sensitive: Your ability is not entirely reliable; the IQ roll is at -3. You get Telling skills, and to Psychology rolls to analyze a subject you can converse with. 5 points. Empathy: Your ability works at full IQ, and the bonus to Detect Lies, Fortune-Telling, and Psychology is +3. 15 points. This advantage works only on sapient (IQ 6+), natural beings. The equivalent talents for animals, plants, and supernatural entities are Animal Empathy (p. 40), Plant Empathy respectively.</desc>
</value>
</entry>
<entry>
<key>Enhanced Defenses</key>
<value>
<name>Enhanced Defenses</name>
<nums>2</nums>
<stat>Variable</stat>
<desc>You are unusually adept at evading attacks! This may be due to careful observation of your foe, focusing chi, or anything else that fits your background. There are three versions: Enhanced Block: You have +1 to your Block score with either Cloak or Shield skill. You must specialize in one particular Block defense. 5 points. Enhanced Dodge: You have +1 to your Dodge score. 15 points. Enhanced Parry: You have +1 to your Parry score. You may take this advantage for bare hands (5 points), for any one Melee Weapon skill (5 points), or for all parries (10 points). 5 or 10 points. This talent is definitely cinematic! The GM might require Trained By A Master (p. 93) or Weapon Master choose to allow warriors to buy this trait with earned points. He might even permit multiple levels of each Enhanced Defense, in which case the point cost is per +1 bonus. Note that bonuses larger than +3 are almost certainly unbalanced, even in “over-thetop” games!</desc>
</value>
</entry>
<entry>
<key>Enhanced Move</key>
<value>
<name>Enhanced Move</name>
<nums>31</nums>
<stat>20 points/level</stat>
<desc>You can really move! Each level of Enhanced Move doubles your top speed in one environment: Air, Ground, Space, or Water. You may also take a half-level of Enhanced Move, either alone or with any whole number of levels; this costs 10 points and multiplies Move by 1.5. Example 1: A super buys Enhanced Move 4 (Ground), for 80 points. He multiplies his Move by 2 ¥ 2 ¥ 2 ¥ 2 = 16. If his Basic Move were 8, he could run at 128 yards/second (262 mph). Example 2: An avian race has Enhanced Move 2.5 (Air), for 50 points. All members of the race multiply their top airspeed by 2 ¥ 2 ¥ 1.5 = 6. Your multiplied Move is your top speed. Record it in parentheses after your Enhanced Move trait; for instance, the super in the example above would write “Enhanced Move 4 choose to accept a slightly lower top speed if you want your speed to match that of a real-world or fictional creature or vehicle with a known top speed. This does not give you back any points. Enhanced Move does not affect Basic Speed, Basic Move, or Dodge. Its benefits apply only when moving along a relatively straight, smooth course (see Sprinting, p. 354). It does have some defensive value, however: those who attack you with ranged attacks must take your speed into account when calculating speed/range modifiers (see p. 550). Most forms of Enhanced Move have prerequisites. Enhanced Move or Aquatic (p. 145). Enhanced Move Move (Space) requires Flight with the Space Flight or Newtonian Space Flight enhancement, and affects movement in space – not airspeed. To move faster in air and in space, buy both Enhanced Move (Air) and Enhanced Move (Space). Special Enhancements Handling Bonus: You get a bonus to DX or vehicle operation skill (e.g., Driving) for the sole purpose of maintaining control at speeds above your Basic Move. +5% per +1, to a maximum of +5. Special Limitations Handling Penalty: You have a penalty to DX or vehicle operation skill at high speeds. -5% per -1, to a maximum of -5. Newtonian: This is a limitation for Enhanced Move (Space). Your space the total velocity change you can manage before running out of reaction mass. Once you have made velocity changes equal to your top speed, you must refuel before you can change velocity again. -50%. Road-Bound: This is a limitation for Enhanced Move (Ground). Your Enhanced Move is effective only on a smooth, flat surface, such as a road or building floor. This is often taken in conjunction with the Wheeled disadvantage (p. 145). -50%.</desc>
</value>
</entry>
<entry>
<key>Enhanced Time Sense</key>
<value>
<name>Enhanced Time Sense</name>
<nums>21</nums>
<stat>45 points</stat>
<desc>You can receive and process information dramatically faster than the human norm. This improves your mental speed – notably your reaction time – but not how fast you physically move once you react. This has several game benefits. First, Enhanced Time Sense (ETS) includes Combat Reflexes (p. 43), and provides all the benefits of that advantage. You cannot buy Combat Reflexes if you have ETS; the two advantages are not cumulative. In combat, you automatically act before those without ETS, regardless of Basic Speed. If more than one combatant has ETS, they act in order of Basic Speed, and they all get to act before those who lack ETS. You can perceive things that happen too fast for most people to discern. For example, you cannot be fooled by a projected image, because you can see the individual frames of the film. If secret information is being sent as a high-speed “burst,” you can detect it if you’re monitoring the transmission (you cannot necessarily decipher it, but you know it’s there). At the GM’s discretion, you get a Sense roll to spot objects moving so fast that they are effectively invisible; for instance, bullets in flight. ETS is extremely valuable if you possess magical or psionic defenses that work at the speed of thought. If you have ETS, your rapid thought processes always allow you to ponder a problem thoroughly and respond in the manner you think best. You never suffer skill penalties for being mentally “rushed” – although you still need the usual amount of time to complete a physical task, and suffer the usual penalties for hasty work. The GM can almost never tell you to make up your mind right now. ing half an hour to decide what to do in each turn in combat!) The exception is when something happens so fast that most people can’t perceive it at all. In that case, the GM is justified in asking you for an immediate response, since those without ETS get no response. ETS does not “slow down” the world from your viewpoint. You can still enjoy a movie by simply ignoring the frames, much as a literate person can choose whether or not to notice the individual letters in the words he’s reading. ETS also does not let you violate the laws of physics. Some things fast for you to react.</desc>
</value>
</entry>
<entry>
<key>Enhanced Tracking</key>
<value>
<name>Enhanced Tracking</name>
<nums>31</nums>
<stat>5 points/level</stat>
<desc>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 (p. 364) or Evaluate (p. 364) 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.</desc>
</value>
</entry>
<entry>
<key>Extended Lifespan</key>
<value>
<name>Extended Lifespan</name>
<nums>31</nums>
<stat>2 points/level</stat>
<desc>An average life cycle is defined as maturity at age 18, with aging effects accelerating at ages 70 and 90. Each level of Extended Lifespan doubles all these values. Note that if you need to take more than seven levels of this trait (giving maturity at age 2,304 and the onset of aging at age 6,400), it is more efficient to take Unaging (p. 95).</desc>
</value>
</entry>
<entry>
<key>Extra Arms</key>
<value>
<name>Extra Arms</name>
<nums>31</nums>
<stat>Variable</stat>
<desc>In GURPS, a limb with which you can manipulate objects is an arm, regardless of where it grows or what it looks like. A normal arm can strike a blow that inflicts thrust-1 crushing damage based on ST. The human norm is two arms for 0 points. Extra arms have a base cost of 10 points apiece. Coordination You can use extra arms freely for multiple noncombat tasks. For instance, with three arms, you could perform a one-handed task (e.g., use a computer mouse) and a two-handed task (e.g., type) simultaneously. You need Enhanced Tracking (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 (see Size Modifier and Reach, p. 402). This does affect the reach of melee weapons wielded in that hand. Each +1 to SM also adds +1 per die to swinging damage. +100% per +1 to SM. Special Limitations Foot Manipulators: Your “arm” is really an unusually dextrous leg. You cannot walk while you are manipulating objects with it (although you can sit, float, or fly). This is a Temporary Disadvantage limitation, the disadvantage being Legless (p. 141). 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. 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. -25% if the arm has half your body ST, or -50% if it has 1/4 your body ST (round down in both cases). Weapon Mount: Instead of an arm, you have a “hardpoint” where you can mount a weapon. This may be biological, mechanical, or a hybrid of the two, depending on whether you are a living being, a machine, or a cyborg. You cannot use this mount for any purpose other than bearing a weapon. This limitation is incompatible with Feet Manipulator, No Physical Attack, Short, and Weak. -80%. Modifying Beings With One or Two Arms Beings with one or two arms can use the special modifiers above. Point cost is equal to 1/10 the percentile modifier per affected arm. Thus, enhancements become advantages and limitations become disadvantages. For instance, Short is -50%, so it is worth -5 points per arm. Someone with two short arms would have a -10point disadvantage. Those with one arm can only apply these modifiers once, but also get the 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.</desc>
</value>
</entry>
<entry>
<key>Extra Attack</key>
<value>
<name>Extra Attack</name>
<nums>3</nums>
<stat>25 points/attack</stat>
<desc>You can attack more than once per turn. The “default” assumption in GURPS is that you can make one attack per turn, no matter how many limbs you have. Each Extra Attack allows one additional attack per turn. You may not have more attacks than you have limbs (arms, legs, etc.), natural weapons (Strikers, Teeth, etc.), and attack powers (Afflictions, Bindings, and Innate Attacks) with which to attack. The GM’s word on what constitutes an “attack” is final. A normal human can purchase one Extra Attack. This lets him attack with both hands at once, and represents unusually good coordination. Supers and nonhumans have no such limitation. A super-powered cop could buy two Extra Attacks, enabling him to shoot rays from his eyes, fire his pistol, and swing his nightstick all at once. A dragon might take four Extra Attacks and attack five times with any combination of his four clawed limbs, teeth, horns, tail, and fiery breath! Extra Attack is exactly that: an extra Attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an “off” hand (see Ambidexterity, p. 39) or let you take multiple Aim maneuvers (see Enhanced Tracking, p. 53). You may use some of your attacks for Feint maneuvers, but you many not take multiple actions of other kinds – that requires Altered Time Rate (p. 38). Extra Attacks and All-Out Attack When an individual with Extra Attacks makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. He could not, for instance, take All-Out Attack Out Attack (Strong) with another. If he chooses All-Out Attack (Double) to increase his number of attacks, he gets one additional attack. Extra Attacks and Rapid Strike You may use one of your melee attacks to make a Rapid Strike (see p. 370) on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn.</desc>
</value>
</entry>
<entry>
<key>Extra Head</key>
<value>
<name>Extra Head</name>
<nums>31</nums>
<stat>15 points/head</stat>
<desc>You have more than one head, each with fully functional ears, eyes, mouth, etc. Each Extra Head gives you one Extra Mouth (p. 55) and one level of Enhanced Tracking (p. 53) at no extra charge. Each head also contains an extra brain with a complete copy of your memories, personality, and skills. These extra brains are additional mental actions – for that, take Compartmentalized Mind (p. 43). You cannot suffer more than 2 ¥ injury from any single attack to your head or neck. Any head blow that causes unconsciousness only knocks out that one head; the others continue to function! A critical head blow that would normally kill you simply destroys that head, inflicting the maximum injury noted above and crushing, severing, or exploding the head Special Limitations Extraneous: Your Extra Head grants Extra Mouth and Enhanced Tracking, but does not contain a backup brain. A single blow to an Extraneous head can do no more than HP/(1.5 ¥ number of heads) points of injury, but blows to your real head can cause stun, knockout, or death even if your other heads are unharmed. -20%.</desc>
</value>
</entry>
<entry>
<key>Extra Legs</key>
<value>
<name>Extra Legs</name>
<nums>31</nums>
<stat>Variable</stat>
<desc>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, p. 53). A normal leg can kick for thrust/crushing damage at your usual reach (1 yard for a human). The human norm is two legs, which costs 0 points. It costs points to have more than two legs: Three or four legs: If you lose a leg, you can continue to move at half Move (round down). Loss of a second leg causes you to fall. 5 points. Five or six legs: Each leg lost reduces Move by 20% until only three legs are left. At that point, your Move is 40% normal. Loss of another leg causes you to fall. 10 points. Seven or more legs: Each leg lost reduces Move by 10% until only three legs are left. At that point, your Move is 40% normal. Loss of another leg causes you to fall. 15 points. You can apply the following modifiers to all your legs: Special Enhancements Long: Your legs are longer in proportion to your body than human legs relative to the human body. This increases your effective SM for the purpose of calculating reach when kicking (see Size Modifier and Reach, p. 402) 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 -5point disadvantage.</desc>
</value>
</entry>
<entry>
<key>Extra Life</key>
<value>
<name>Extra Life</name>
<nums>21</nums>
<stat>25 points/life</stat>
<desc>You can come back from the dead! No matter how sure your foes were that they killed you, you didn’t really die. Work out the details with the GM. Every time you come back from the dead, you use up one Extra Life – remove it from your character sheet and reduce your point total by 25 points. The GM may wish to let players spend earned points to buy Extra Lives in play. Special Limitations Copy: When you die, you revert to a takes minutes or hours, possibly at a special facility. Details are up to the GM. Make a copy of your character sheet whenever you update your backup. If you die, you revert to those statistics, losing any traits or character points acquired since then. Note that a copy exists before you die. You must tell the GM where you store it. You will return to life at that location . . . and if your enemies discover where you store your copy, they may tamper with it! -20%. Requires Body: You come back in disembodied state – for instance, as a spirit or a digital copy on a computer. All your experiences and abilities are intact (unless you took Copy), but you cannot interact with the physical world at all until you acquire a new body. This might be a clone, an undead corpse, or even a robot “shell.” illegal, rare, or expensive (GM’s decision).</desc>
</value>
</entry>
<entry>
<key>Extra Mouth</key>
<value>
<name>Extra Mouth</name>
<nums>31</nums>
<stat>5 points/mouth</stat>
<desc>You have more than one functional mouth, which can be anywhere on your body. All of your mouths are capable of breathing, eating, and speaking. An Extra Mouth lets you bite more than once if you have Extra Attacks (p. 53). If you have Compartmentalized Mind (p. 43), you can carry on multiple conversations, or cast two spells that require spoken words. Other benefits include being hard to silence or suffocate, and being able to sing in harmony with yourself!</desc>
</value>
</entry>
<entry>
<key>Fashion Sense</key>
<value>
<name>Fashion Sense</name>
<stat>see p. 21</stat>
<desc/>
</value>
</entry>
<entry>
<key>Favor</key>
<value>
<name>Favor</name>
<nums>4</nums>
<stat>Variable</stat>
<desc>You saved someone’s life, kept silent at the right time, or otherwise did someone a good turn. Now he owes you one. A Favor is a one-shot Ally, Contact, Contact Group, or Patron. Work out the point cost of the parent advantage, and then divide it by 5 (round up) to get the cost of the Favor. The catch is that the NPC(s) in question will help you out once . . . and only once. When you wish to “collect” on your Favor, the GM rolls against the frequency of appearance of the underlying advantage. On a failure, you couldn’t reach your “friend” in time, or he couldn’t comply, but you still have your Favor coming. You may try again on a later adventure. On a success, you get what you want (subject to the limits of the advantage). But this discharges the obligation: remove the Favor from your character sheet and reduce your point total appropriately. However, if the roll is a 3 or 4, your “friend” still feels indebted to you, and you retain the Favor . . . at least until next time. You may buy a Favor in play, just like any trait of this kind. The GM may also wish to include a Favor as part of the reward for a successful adventure.</desc>
</value>
</entry>
<entry>
<key>Fearlessness</key>
<value>
<name>Fearlessness</name>
<nums>2</nums>
<stat>2 points/level</stat>
<desc>You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you make a Fright Check or must resist the Intimidation skill (p. 202) or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you.</desc>
</value>
</entry>
<entry>
<key>Filter Lungs</key>
<value>
<name>Filter Lungs</name>
<nums>31</nums>
<stat>5 points</stat>
<desc>Your respiratory system can filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). You suffer no ill effects from such things. This is especially useful in polluted cities and on alien worlds. Note that if you have Doesn’t Breathe (p. 49), you do not need this advantage!</desc>
</value>
</entry>
<entry>
<key>Fit</key>
<value>
<name>Fit</name>
<nums>3</nums>
<stat>5 or 15 points</stat>
<desc>You have better cardiovascular health than your HT alone would indicate. This comes in two levels: Fit: You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HTbased skills! You also recover FP at twice the normal rate. 5 points. Very Fit: As above, but the bonus to HT rolls is +2. In addition, you lose FP at only half the normal rate. 15 points. In both cases, this advantage applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power psi or magic spells.</desc>
</value>
</entry>
<entry>
<key>Flexibility</key>
<value>
<name>Flexibility</name>
<nums>3</nums>
<stat>5 or 15 points</stat>
<desc>Your body is unusually flexible. This advantage comes in two levels: Flexibility: You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to break free in close combat (see p. 391). You may ignore up to quarters (including many Explosives and Mechanic rolls). 5 points. Double-Jointed: As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on Climbing, Erotic Art, and Escape rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters. 15 points.</desc>
</value>
</entry>
<entry>
<key>Flight</key>
<value>
<name>Flight</name>
<nums>31</nums>
<stat>40 points</stat>
<desc>You can fly. The “default” is fullfledged, self-powered flight without wings or gliding surfaces. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, you’ll need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and Temperature Tolerance). You cannot fly in a trace atmosphere or vacuum. Your flight Move is Basic Speed ¥ 2 Move in Other Environments (p. 18), you can adjust this for ±2 points per take Enhanced Move (Air). If you do not have any of the Controlled Gliding, Gliding, Lighter Than Air, Small Wings, Space Flight Only, or Winged Flight limitations, you can also “fly” at half-speed underwater. Flight includes the ability to hover at Move 0 as well. Flight does not confer the ability to do complex acrobatics and tight turns; for that, buy Aerobatics skill endurance. You can alter most of the above assumptions through special modifiers. Special Enhancements Newtonian Space Flight: As Space Flight (below), except that your space Move – or your space top speed, if you have Enhanced Move (Space) – is actually your “delta-v”: the total velocity change you can manage in space before running out of reaction mass. For instance, you could accelerate up to your delta-v and stay there (like a missile), or to half your delta-v and then decelerate to a stop at the end of your trip (like a conventional spacecraft). Once you have made velocity changes equal to your delta-v, you must refuel before you can change your velocity in space again. +25%. Space Flight: You can fly in space or a vacuum (such as on the moon). Your space Move is Basic Speed ¥ 2. If you want to be able to accelerate constantly to reach a higher top speed, like a rocket, buy Enhanced Move (Space) 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 patible with Controlled Gliding and Gliding. -15%. Controlled Gliding: Like Gliding gain altitude by riding updrafts or 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 5-foot ceiling is -25%. Small Wings: As Winged (below), except that your wingspan is no more than half your height. You use your wings to steer and to stabilize your flight – not to lift. If your wings are crippled in flight, roll against Aerobatics skill (or default) to land safely. -10%. Space Flight Only: You can only take this in conjunction with Space Flight or Newtonian Space Flight. You can fly only in space; you have air Move 0 in atmosphere. You require a boost to reach space from any planet with an atmosphere, and are incapable of atmospheric reentry. -75%. Winged: You use large wings or skin flaps to fly. Wingspan is at least twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is 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%.</desc>
</value>
</entry>
<entry>
<key>Gadgeteer</key>
<value>
<name>Gadgeteer</name>
<nums>2</nums>
<stat>25 or 50 points</stat>
<desc>You are a natural inventor. You can modify existing equipment and – given sufficient time and money – invent entirely new gadgets as described under Gadgeteering (p. 475). This lets you design gadgets quickly, and makes it easy to realize higher-TL innovations. This advantage comes in two levels: Gadgeteer: You are a “cinematic” gadgeteer, but your work still takes days or months, and requires a good deal of money and expensive equipment. 25 points. Quick Gadgeteer: You can throw together wondrous gadgets in minutes or hours, and can get by with scrounged-together spare parts that cost a few percent of what a “realistic” inventor would have to spend. This level is definitely unsuitable for realistic campaigns! 50 points.</desc>
</value>
</entry>
<entry>
<key>G-Experience</key>
<value>
<name>G-Experience</name>
<nums>2</nums>
<stat>1 to 10 points</stat>
<desc>You have experience working in one or more gravitational fields other than your native one, and your reflexes adapt quickly to the way objects move and fall in those fields. You suffer only half the usual DX penalty for different gravity (see Different Gravity, p. 350). In situations where low gravity would make a task easier, you roll at full DX, plus the bonus for low gravity, plus an extra +1. For instance, if a normal person would get +2 to catch a ball in low gravity, you would get +3. This trait costs 1 point per gravity field with which you have experience. For instance, an Earth native who works on the moon might have G-Experience (0.16G). To enjoy the benefits of G-Experience in all gravity fields, buy G-Experience (All) for 10 points.</desc>
</value>
</entry>
<entry>
<key>Gifted Artist</key>
<value>
<name>Gifted Artist</name>
<stat>see Talent, p. 89</stat>
<desc/>
</value>
</entry>
<entry>
<key>Gizmos</key>
<value>
<name>Gizmos</name>
<nums>2</nums>
<stat>5 points/gizmo</stat>
<desc>You always seem to have just the piece of gear you need. Once per game session per level of this advantage, you may pull out one small item of equipment that you could have been carrying. This “Gizmo” remains undefined until you reveal it. It does not even it cannot be damaged, lost, stolen, or found in a search. A Gizmo must be small enough to fit in an ordinary coat pocket, and must meet one of three criteria: 1. An item you own but did not specifically state you were carrying. For instance, if you own a handgun, and get ambushed while driving to church, you could pull out your pistol cle five minutes ago and found no weapons! 2. An item that you probably own, and that is in keeping with your character concept, but that is minor or ignorable enough to leave unspecified. For instance, a policeman might happen to be carrying a spare handcuff key, while a wizard might have some eye of newt. The GM has the final say, but should be lenient if the item you wish to have is consistent with your character story. 3. An inexpensive device widely available at your tech level. For instance, if you need to light the fuse on some dynamite, you could pull out a box of matches – and they would work, even if you just took an involuntary swim in the creek. Each Gizmo you can use per game session (maximum of three) costs 5 points. Note that this ability is not realistic! The GM may wish to limit it further, or forbid it, in a realistic campaign. Gadgeteers and Gizmos Those with the Gadgeteer advantage (p. 56) have more latitude. In addition to the usual items available, a Gadgeteer may specify that his Gizmo is one of his inventions (which must still be small). Instead of pulling an existing gadget “out of his pocket,” a Gadgeteer can use his Gizmo to let him build what he needs on the spot. He must still possess or find the appropriate materials, and know any required skills. The GM should roll secretly against the relevant skill, at -2 or worse. A failed roll means the device doesn’t work (this still “uses up” the Gizmo). A critical failure means the device backfires spectacularly!</desc>
</value>
</entry>
<entry>
<key>Green Thumb</key>
<value>
<name>Green Thumb</name>
<stat>see Talent, p. 89</stat>
<desc/>
</value>
</entry>
<entry>
<key>Growth</key>
<value>
<name>Growth</name>
<nums>31</nums>
<stat>10 points/level</stat>
<desc>You can grow – really grow! As your size increases, so must your ST (or you would collapse under your own weight). Your equipment doesn’t change size! Each level of Growth lets you increase your Size Modifier by +1. Find your final height from the Size Modifier Table (p. 19). Increases in SM affect your arm and leg length when calculating reach and determining whether you can negotiate obstacles; see Size Modifier and Reach (p. 402). It takes one second to modify your SM by +1 (or by -1 as you return to normal size). If you attempt to grow in a room, vehicle, container, etc. that isn’t large enough to hold you, your growth normally stops. However, if maximum thrust damage for your current ST is greater than the wall or ceiling’s DR, you burst through it. This takes one second per point of DR. You must buy the ST necessary to support your form separately. This is 5 increases with height and is only available when you grow, you may buy it with the Size limitation (see Strength, p. 14). Use your maximum SM to determine the limitation value. At intermediate SMs, find your height as a fraction of your maximum height. This is the fraction of your extra ST available to you at that SM (round down). Example: A 6’-tall character (SM 0) has Growth 4. He can grow to SM +4, giving him a maximum height of 10 yards. He must buy ST 50 to support himself. If he has ST 15 and gains +35 ST only at full height, he may buy his SM +1, he will be 3 yards tall. This is 30% of his final height, so he will have 30% of +35 ST, or +10 ST, for ST 25. Similarly, he’ll be 5 yards tall with ST 32 at SM +2, 7 yards tall with ST 39 at SM +3, and 10 yards tall with ST 50 at SM +4. Special Modifiers Maximum Size Only: You can only assume normal or maximum size. Instead of growing at +1 SM per second, you grow to your maximum SM one second. The limitation of no intermediate SMs (restricting your use of this ability in close quarters) cancels out the enhancement of rapid growth</desc>
</value>
</entry>
<entry>
<key>Gunslinger</key>
<value>
<name>Gunslinger</name>
<nums>2</nums>
<stat>25 points</stat>
<desc>You can make uncannily precise shots without aiming. This ability works with any weapon that uses Beam Weapons, Gunner, Guns, or Liquid Projector skill. It gives no bonuses when using muscle-powered missile weapons (but the GM is free to introduce a low-tech version that works with Blowpipe, Bow, Crossbow, Sling, etc.). When firing single shots (RoF 1-3) from a one-handed weapon, you get the Accuracy bonus of your weapon without the need for an Aim maneuver. When using a two-handed weapon or automatic fire, you get half the Accuracy bonus (round up) without the need to Aim. If you do Aim, you always get full Acc, and bracing, scopes, and additional seconds of Aim provide the usual benefits. This ability is intended for cinematic games with an “action movie” ambience. The GM may wish to forbid it in a completely realistic campaign.</desc>
</value>
</entry>
<entry>
<key>Hard to Kill</key>
<value>
<name>Hard to Kill</name>
<nums>3</nums>
<stat>2 points/level</stat>
<desc>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, 15 HP, and Hard to Kill 4. 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 HT (12 + 4 = 16). He passes out, and his foes leave him for dead. Roughly a day later, he’ll regain consciousness – injured, but not dead! In a realistic campaign, the GM may wish to limit characters to Hard to Kill 1 or 2.</desc>
</value>
</entry>
<entry>
<key>Hard to Subdue</key>
<value>
<name>Hard to Subdue</name>
<nums>3</nums>
<stat>2 points/level</stat>
<desc>You are hard to knock out. Each level of Hard to Subdue gives +1 to any HT roll to avoid unconsciousness or ultra-tech weapons – and to resist supernatural abilities that cause unconsciousness. In a realistic campaign, the GM may wish to limit characters to Hard to Subdue 1 or 2.</desc>
</value>
</entry>
<entry>
<key>Healer</key>
<value>
<name>Healer</name>
<stat>see Talent, p. 89</stat>
<desc/>
</value>
</entry>
<entry>
<key>Healing</key>
<value>
<name>Healing</name>
<nums>21</nums>
<stat>30 points</stat>
<desc>You have the ability to heal others. You must be in physical contact with the subject. To activate your power, concentrate for one second and make an IQ roll. Roll at -2 if the subject is unconscious. You can use Healing in two ways: Heal Injuries: On a success, you can heal any number of HP. This costs you 1 FP per 2 HP healed (round up). Failure costs 1d FP, but you can try again; critical failure also causes the recipient 1d damage. Even 1 HP of healing will stop bleeding. By rolling at -6, you can repair a crippled but whole limb if you completely heal the HP lost to the crippling injury. For instance, to heal a hand crippled by 4 points of damage, make an IQ-6 roll and spend 2 FP. Each healer gets only one attempt per crippled limb. Healing cannot restore lost limbs or bring back the dead. Cure Disease: This requires an IQ roll at a modifier determined by the GM – from +1 for the common cold to twice the penalty, minimum 1 FP. For instance, it would cost 6 FP to cure a disease that calls for an IQ-3 roll. If used more than once per day on a given subject, apply a cumulative -3 per successful healing of the same type This penalty accumulates until a full day has passed since the most recent healing. Healing works on your own race and on all “similar” races. In a fantasy campaign, for instance, all warmblooded humanoid races (elves, dwarves, orcs, halflings, etc.) would be Special Enhancements Faith Healing: Your power works by channeling spiritual energy. This lets you cure anyone the spirits or gods deem worthy of healing, regardless of race. However, you (and possibly your subject) must behave in a manner consistent with the interests and moral codes of your supernatural allies, or this ability will not work. You may not combine Faith Healing with Own Race Only or Xenohealing. Xenohealing: You can heal beings quite dissimilar from yourself. Examples, assuming you are human: All Mammals, +20%; All Earthly Life, Anything Alive, +80%; Anything Animate (including undead, golems, etc.), +100%. Special Limitations Disease Only: You can only cure disease. -40%. Injuries Only: You can only heal injuries. -20%. Own Race Only: This is only available in campaigns with multiple sapient races. -20%. Psychic Healing: Your ability is part of the Psychic Healing psi power (see p. 256). -10%.</desc>
</value>
</entry>
<entry>
<key>Hermaphromorph</key>
<value>
<name>Hermaphromorph</name>
<nums>31</nums>
<stat>5 points</stat>
<desc>You can switch among fully functional neuter, male, and female forms. The process takes 10 seconds Time, and Takes Recharge are common limitations). High Manual Dexterity</desc>
</value>
</entry>
<entry>
<key>High Manual Dexterity</key>
<value>
<name>High Manual Dexterity</name>
<nums>3</nums>
<stat>5 points/level</stat>
<desc>You have remarkably fine motor skills. Each level (to a maximum of four) gives +1 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clockwork). This bonus doesn’t apply to IQbased tasks or large-scale DX-based tasks, nor does it apply to combatrelated die rolls of any kind.</desc>
</value>
</entry>
<entry>
<key>High Pain Threshold</key>
<value>
<name>High Pain Threshold</name>
<nums>3</nums>
<stat>10 points</stat>
<desc>You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning – and if you are tortured physically, you get +3 to resist. The GM may let you roll at Will+3 to ignore pain in other situations. High Pain Threshold is included in Supernatural Durability (p. 89); if you have the latter advantage, you cannot take this one.</desc>
</value>
</entry>
<entry>
<key>High TL</key>
<value>
<name>High TL</name>
<stat>see p. 23</stat>
<desc/>
</value>
</entry>
<entry>
<key>Higher Purpose</key>
<value>
<name>Higher Purpose</name>
<nums>25</nums>
<stat>5 points</stat>
<desc>You are driven to exceed your normal limits in one specific pursuit. You must state this exactly as if it were a Code of Honor disadvantage (p. 127): demons,” etc. If, in the GM’s judgment, you are unfaltering in your pursuit of your Higher Purpose, you get to the pursuit of your cause. If you deviate from your Higher Purpose, you lose this bonus . . . and the GM is free to penalize you for bad roleplaying just as if you had ignored a Code of Honor. A Higher Purpose must be specific. Higher Purposes such as “Fight evil” or “Oppose authority figures” are too broad to be balanced. In addition, a Higher Purpose must entail genuine risk and inconvenience. The GM should not allow pragmatic Higher Purposes like “Faithfully serve my superiors.” All Higher Purposes are subject to GM approval. Hyperspectral Vision 3</desc>
</value>
</entry>
<entry>
<key>Hyperspectral Vision</key>
<value>
<name>Hyperspectral Vision</name>
<nums>31</nums>
<stat>25 points</stat>
<desc>Your vision extends across the infrared, visible, and ultraviolet portions of the spectrum. This integrated picture often reveals details that are invisible to those who merely possess normal vision, Infravision (p. 60), or Ultravision (p. 94). Hyperspectral Vision grants nearperfect night vision: you suffer no vision or combat penalties if there is any light at all. In total darkness, it functions exactly like Infravision. This trait also gives +3 on all Vision rolls; on all rolls to spot hidden clues or objects with Forensics, Observation, or Search skill; and on all Tracking rolls. If you possess Hyperspectral Vision, you cannot also have Infravision or Ultravision. This trait is essentially a higher level of both those advantages. Its game effects replace the specific effects of those traits. As described, this trait emulates realistic TL7+ sensors. The GM may permit supers to take the two special enhancements below. Neither is appropriate for real-world sensors! Special Enhancements Extended Low-Band: You perceive radiation below the infrared, allowing you to “see” microwave, radar, and radio sources. This gives no special ability to understand radio signals! Extended High-Band: You sense radiation above the ultraviolet, allowing you to “see” X-ray and gamma ray sources. +30%.</desc>
</value>
</entry>
<entry>
<key>Illuminated</key>
<value>
<name>Illuminated</name>
<nums>25</nums>
<stat>15 points</stat>
<desc>You are an “Illuminatus” in the original sense of the word – you are enlightened. You know what’s going on, and you know it intuitively. You can discern other Illuminati on sight, with no possibility of error. Furthermore, whenever the GM requires a roll against a skill such as Current Affairs, Hidden Lore, or Intelligence Analysis to tell whether a certain strange occurrence is truly a coincidence or the result of a conspiracy, you may roll against the higher of your IQ and the specific skill in question. Finally, you can perceive and communicate with supernatural beings who are tied to Illuminated conspiracies in your game world cial ability to control them, but they recognize you and treat you with a certain respect: +3 on reaction rolls. The only drawback is that other Illuminati and spiritual beings are able to perceive your Illuminated nature, and there’s nothing you can do about it except stay out of sight. This advantage is best suited to mystical or fantastic campaigns. It is rarely appropriate in “mundane” conspiracy campaigns. The GM is the final judge of who may possess this trait. Improved G-Tolerance</desc>
</value>
</entry>
<entry>
<key>Improved G-Tolerance</key>
<value>
<name>Improved G-Tolerance</name>
<nums>3</nums>
<stat>5 to 25 points</stat>
<desc>You can function under a wide range of gravities. For a normal human, the penalties for non-native gravity accrue in increments of 0.2G; see Different Gravity (p. 350). A larger increment costs points: 5 points for 0.3G, 10 points for 0.5G, 15 points for 1G, 20 points for 5G, and 25 points for 10G. Normal humans are limited to 10 points in this trait.</desc>
</value>
</entry>
<entry>
<key>Independent Income</key>
<value>
<name>Independent Income</name>
<stat>see p. 26</stat>
<desc/>
</value>
</entry>
<entry>
<key>Indomitable</key>
<value>
<name>Indomitable</name>
<nums>2</nums>
<stat>15 points</stat>
<desc>You are impossible to influence through ordinary words or actions. Those who wish to use Influence skills on you (see Influence Rolls, p. 359) must possess a suitable advantage: Empathy (p. 51) if you are a human or similar being, Animal Empathy (p. 40) if you’re a beast, Plant Empathy (p. 75) if you’re a plant, or Spirit Empathy Everyone else – however convincing – fails automatically. This trait often accompanies Unfazeable (p. 95).</desc>
</value>
</entry>
<entry>
<key>Infravision</key>
<value>
<name>Infravision</name>
<nums>31</nums>
<stat>0 or 10 points</stat>
<desc>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 gets, 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.</desc>
</value>
</entry>
<entry>
<key>Injury Tolerance</key>
<value>
<name>Injury Tolerance</name>
<nums>31</nums>
<stat>Variable</stat>
<desc>You have fewer physiological weaknesses than ordinary living beings. The cost of this advantage depends on the precise frailties eliminated. Note that some forms of Injury Tolerance include others, and that Diffuse, Homogenous, and Unliving are mutually incompatible. Diffuse: Your body is fluid or particulate, composed of a swarm of smaller entities, or perhaps made of pure energy. This makes you immune to crippling injuries and reduces the damage you suffer from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets cannot slam or grapple you! Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. 100 points. Homogenous: Your body has no vulnerable internal organs, bones, muscles, or other mechanisms. As a result, you are less susceptible to piercing and impaling attacks; see Injury to Unliving, Homogenous, and Diffuse Targets (p. 380). Homogenous includes the benefits of No Brain and No Vitals. This trait is intended for entities such as iron golems, trees, and slimes. 40 points. No Blood: You do not rely upon a vital bodily fluid (like blood) for survival. You do not bleed (see Bleeding, p. 420), are unaffected by blood-borne toxins, and are immune to attacks that rely on cutting off blood to part of your body. 5 points. No Brain: Your brain – if you have one – is distributed throughout your body, or isn’t your true seat of consciousness. Your opponents cannot target it for extra damage. You may have a head, but a blow to the skull or eye is treated no differently than a blow to the face (except that an eye injury can still cripple that eye). 5 points. No Eyes: You lack eyes or other vulnerable optics, but can somehow see despite this (unless of course you suffer from Blindness, p. 124). As you have no eyes, they cannot be attacked. You are also immune to blinding attacks. 5 points. No Head: You have no head at all. This includes the benefits of No Brain. As well, you lack “skull” and “face” hit locations, and have no need for head armor. You can still see, speak, hear, smell, taste, etc. unless you take the appropriate disadvantages. Specify how you do this (supernaturally, technologically, via organs on your torso, etc.). It is common – but not mandatory – for those with No Head to have No Neck, No Eyes, or both. 7 points. No Neck: You have no neck. As a result, you have no “neck” hit location, and cannot be decapitated, choked, or strangled. 5 points. No Vitals: You have no vital organs ers can target for extra damage. Treat hits to the “vitals” or “groin” as torso hits. 5 points. Unliving: Your body is not composed of living flesh. You take reduced damage from piercing and impaling attacks, but are not quite as resilient as if you were Homogenous; see Injury to Unliving, Homogenous, and Diffuse Targets (p. 380). This trait is intended mainly for machines and corporeal undead. 20 points.</desc>
</value>
</entry>
<entry>
<key>Innate Attack</key>
<value>
<name>Innate Attack</name>
<nums>31</nums>
<stat>Variable</stat>
<desc>You have a natural or built-in attack with which you can inflict physical damage (for nondamaging attacks, see Affliction, p. 35, and Binding, p. 40). Examples include a dragon’s fiery breath, a robot’s built-in blaster, and a god’s ability to hurl lightning bolts. By default, this is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1, although you can apply modifiers to change these statistics (see pp. 101-116). An Innate Attack inflicts 1d damage per level. Its cost per level depends on the type of damage it inflicts: Burning (burn) Your attack inflicts damage using flame, an energy beam, or localized electrical burns. It may ignite fires! 5 points/level. Corrosion (cor) Your attack involves acid, disintegration, or something similar. For every 5 points of basic damage you inflict, reduce the target’s DR by 1, in addition to regular damage. (Living beings heal natural DR at the same rate as HP.) 10 points/level. Crushing (cr) Your attack inflicts damage through blunt impact, like a bludgeoning weapon or an explosive blast. It is likely to cause knockback (p. 378), and is more effective at inflicting blunt trauma (p. 379) than other types of damage. 5 points/level. Cutting (cut) Your attack inflicts lacerations, like those caused by an axe or broken glass. Multiply penetrating damage by 1.5. Cutting attacks can inflict blunt trauma and cause knockback. 7 points/level. Fatigue (fat) Your attack is nonlethal. It might involve a low-amperage electric shock or a “mind blast,” or even inflict a weakening effect such as hypothermia or starvation. It reduces FP, not HP, and cannot affect machines. 10 points/level. Impaling (imp) Your attack inflicts stab wounds, like a spear or an arrow. Double penetrating damage in flesh! Impaling attacks can target the eyes and vital organs, can inflict blunt trauma, and may slip through high-tech flexible armor. 8 points/level. Piercing Your attack involves a fast, blunt projectile, such as a bullet, or is sharp but too small to qualify as impaling, like a dart or a stinger. It may inflict blunt trauma, and can target the eyes and vital organs. There are four subclasses of piercing attack: Small Piercing (pi-): Use this for very low-energy projectiles (e.g., blowgun darts), or for attacks that tend to punch through the target and leave a small wound channel (e.g., armorpiercing bullets). Against flesh, halve damage that penetrates DR. 3 points/level. Piercing (pi): Use this for most rifle and pistol bullets. 5 points/level. Large Piercing (pi+): Use this for attacks similar to large-caliber solid bullets, or for smaller projectiles that create large wound channels (e.g., hollow-point bullets). Multiply penetrating damage in flesh by 1.5. 6 points/level. Huge Piercing (pi++): Use this for attacks that leave an even larger wound channel than large piercing. Double penetrating damage in flesh! 8 points/level. Toxic (tox) Your attack inflicts cellular damage, in the manner of disease, poison, or radiation. It cannot normally affect machines. The modifiers Cyclic points/level. Partial Dice You do not have to buy wholenumbered dice of damage. Each ±1 to damage counts as ±0.3 dice. Round the final cost up. For instance, an Innate Attack that does 1d+2 damage counts as 1.6 dice. If it were crushing points. Some attacks do only 1 point of damage. This counts as 0.25 dice. Once again, round cost up. Such attacks can still be deadly – especially if they involve the Follow-Up (p. 105) or Cyclic (p. 103) enhancement! Special Modifiers Many special modifiers for Innate Attack appear under Attack Enhancements and Limitations almost any attack – built-in guns, lasers, jets of liquid fire, gale-force winds, etc. – and to duplicate the capabilities of weapons listed in GURPS books. Fatigue and toxic attacks intended to simulate poison or disease require modifiers. Noxious agents on Claws Follow-Up (p. 105). Gases and sprays use Respiratory Agent (p. 108) or Contact Agent (p. 103), often with Area Effect (p. 102), Cone (p. 103), or Jet (p. 106). Attacks that depend on touch or on skin contact use Blood Agent (p. 102) or Contact Agent, plus one of Aura (p. 102) or Melee Attack Regardless of other modifiers, Innate Attacks are treated as ranged attacks unless given the Melee Attack limitation; then they’re considered melee weapons. Description After applying all relevant modifiers, name and describe the attack. You can be as general as “dragon fire” or as specific as “9mm machine pistol cybernetically implanted in right arm.” At the GM’s discretion, the description can imply additional noncombat abilities; for instance, a jet of high-pressure water could put out fires. The GM has the final say as to whether your description fits the campaign setting, and may modify the attack if necessary.</desc>
</value>
</entry>
<entry>
<key>Insubstantiality</key>
<value>
<name>Insubstantiality</name>
<nums>2/31</nums>
<stat>80 points</stat>
<desc>You can become intangible, passing through solid objects as though they weren’t there. In this state, gravity does not affect you – you can move in any direction at full Move (and make no noise when you move). You can perceive the tangible world, and speak normally to those within it, but you cannot pick up normal objects or affect them in any way. Physical and energy attacks cannot harm you, but you’re still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, your physical and energy attacks cannot affect physical opponents. Your psi abilities and magic spells can affect the physical world, but at -3 to all skill rolls. Although you can pass through solids, you must still breathe. When moving through a solid object, treat this as if you were swimming underwater for purposes of suffocation. You cannot materialize inside a solid object. Your “natural” form (physical or insubstantial) is considered a special effect. You must take this advantage if you can change between a physical and an insubstantial form. This trait can represent any number of abilities from folklore and fiction. You should work out its origins GM – perhaps you “vibrate” out of synch with reality, phase into a different dimension, or become a spirit. This determines your appearance, which may be transparent, misty . . . or completely normal (but you can’t be invisible without the Invisibility advantage). Your physical and energy attacks affect other beings using the same form of Insubstantiality, and their attacks affect you. The GM may rule that certain materials, energy barriers, magic spells, etc. are impenetrable to your particular form of Insubstantiality. Special Enhancements Affect Substantial: If you have any abilities that can affect the substantial world when you are insubstantial – including magic, psionics, or powers with the Affects Substantial enhancement (p. 102) – this advantage costs more. +100%. Can Carry Objects: Normally, you cannot carry anything while insubstantial. This enhancement lets you carry objects, including clothing and armor. They become physical if dropped. You cannot materialize these objects inside other objects or characters. No encumbrance is +10%; Light, Partial Change: You can turn part of your body substantial while other parts remain insubstantial, or vice versa. Thus, you could reach through a wall and tap someone on the shoulder. If you also have Can Carry Objects, you can materialize your hand, pick up material objects, and carry them while insubstantial. +20%, or +100% if you can turn an item you are carrying substantial without dropping it (this requires turning your hand substantial, too). Special Limitations Always On: You are always insubstantial and cannot materialize. If you have this limitation, there is no -3 to use magic or psionics. -50%. Usually On: Similar to Always On, but you can materialize for short periods with great effort. Materialization costs 1 FP per second. -40%.</desc>
</value>
</entry>
<entry>
<key>Intuition</key>
<value>
<name>Intuition</name>
<nums>2</nums>
<stat>15 points</stat>
<desc>You usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ roll, with a bonus equal to the number of “good” choices and a penalty equal to the number of “bad” choices. On a success, he steers you to a good choice; on a critical success, he tells you the best choice. On a failure, he gives you no information; on a critical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one roll per question is allowed. The GM should never allow Intuition to short-circuit an adventure detective walk into a room, slap the cuffs on the guilty party, and close the case. At the most, Intuition would point the detective in the direction of a good clue. GMs who don’t think they can control Intuition should not allow it in their games.</desc>
</value>
</entry>
<entry>
<key>Intuitive Mathematician</key>
<value>
<name>Intuitive Mathematician</name>
<stat>see Lightning Calculator, p. 66</stat>
<desc/>
</value>
</entry>
<entry>
<key>Invisibility</key>
<value>
<name>Invisibility</name>
<nums>2/31</nums>
<stat>40 points</stat>
<desc>You are invisible. Unlike most advantages, this one is “always on” unless you take a special enhancement. You still make noise, leave footprints, and have a scent – and by default, anything you carry remains visible. If you are carrying nothing, you get a +9 to Stealth in any situation where being seen would matter. Individuals using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be invisible to their normal vision. Devices with these powers can still sense you, as can paranormal abilities that detect enemies, life, and so on nonvisually. Invisibility only works against one sort of vision. Types include electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar), sonar, magnetic fields, and anything else the GM comes up with. If you are invisible to electromagnetic vision, you do not cast a shadow and don’t show up in mirrors. Special Enhancements Affects Machines: You are invisible even to machines. You cannot be photographed, and you don’t show up on cameras or other detectors. Devices such as pressure plates still notice you, but you could walk past a robot sentry undetected. Electronically targeted weapons get no bonuses to hit you. Can Carry Objects: The objects you carry, including clothing and armor, become invisible. They regain visibility when put down. No encumbrance is Heavy, +100%. Extended: You are invisible to more than one type of vision (for instance, electromagnetic vision and magnetic fields). +20% per additional type of vision. Switchable: You are normally visible, but can become invisible at will. Usually On: You are normally invisible, but can become visible for short periods with great effort. Turning visible costs 1 FP per second. +5%. Special Limitations Machines Only: Similar to Affects Machines, but you are only invisible to machines. Living beings can see you normally. -50%. Substantial Only: Your invisibility only hides you in the material world. Insubstantial beings (ghosts, etc.) can see you normally. -10%. Visible Reflection: You can be seen in mirrors! -10%. Visible Shadow: You cast a shadow!</desc>
</value>
</entry>
<entry>
<key>Jumper</key>
<value>
<name>Jumper</name>
<nums>25</nums>
<stat>100 points</stat>
<desc>You can travel through time or to parallel worlds (sometimes known as time-jumper or a world-jumper. To do both, you must buy Jumper (Time) and Jumper (World) separately, at full cost. To initiate a jump, you must visualize your destination, concentrate for 10 seconds, and make an IQ roll. You may hurry the jump, but your roll will be at -1 per second of concentration omitted (-10 to jump with no preparation at all). Regardless of IQ, a roll of 14 or more always fails. On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination, which can be any time or world the GM wishes! You appear at your destination at exactly the same place you left your previous time or world – or as close as possible. When jumping through time, this means the same place at a different time. When jumping between worlds, this means the same place at the same time, but on a parallel world. If there is no corresponding “safe” location within 100 yards of your destination – for instance, if you jump while on an airplane to a destination with no plane at your location, or from a half-mile deep mine to a destination with no corresponding mine – the jump will fail and you will know why it failed. This does not prevent you from jumping into other types of danger, such as radiation, gunfire, or wild animals. If you have Danger Sense, the GM should roll before you make a hazardous jump; on a success, you get a warning. This ability always costs at least 1 FP to use, whether it succeeds or fails. Particularly “distant” times or worlds might cost more, perhaps up to 10 FP, at the GM’s discretion. If you are a machine, this ability does not cost you FP – but if you have passengers, each of them must pay the FP cost. For an example of how Jumper might work in a particular game world, see World-Jumpers (p. 544). Carrying Things You can carry up to Basic Lift when you travel, plus any Payload (see p. 74). Take the Extra Carrying Capacity enhancement (below) if you wish to carry more weight, or bring along other people. However, if multiple Jumpers of the same kind are in physical contact, when one jumps, the others can “hitch a ride” if they wish – even if the Jumper who initiates the jump does not want company. Only the person initiating the jump makes a die roll; wherever he ends up, the others do, too. If you are a world-jumper, “hitching a ride” is the only way to visit a new parallel world (save for a critical failure!). However, once you reach a world, you can memorize its “feel” by concentrating and spending character points to “learn” that world as an IQ/Easy skill. This takes one hour per point you wish to spend. Use this skill in place of IQ when you travel to that world in the future. You never have to memorize a world, but if you do not, you roll at IQ-3 to attempt to return. Time-jumpers have no similar restriction. You can improve this ability with practice, spending points to add enhancements or remove limitations. GMs who do not want the PCs jumping multiple times per adventure are free to impose mandatory limitations bought off. Special Enhancements Extra Carrying Capacity: You can carry more than your Basic Lift. If your carrying capacity is high enough, you may transport one person with you. Light encumbrance is +10%; Medium, +20%; Heavy, +30%; ExtraHeavy, +50%. New Worlds: This is only available for world-jumpers. You can deliberately aim for worlds you haven’t visited. The IQ roll is always at -3 or worse possible that the desired destination does not exist, in which case the attempt automatically fails – although the GM will not tell you why. All FP costs are doubled when using this enhancement. +50%. Omni-Jump: This is only available if you are both a world-jumper and a time-jumper! You must apply it to both Jumper advantages. This lets you move between times and timelines on a single IQ roll – for instance, from the present day in our timeline to 1066 A.D. in a parallel timeline where the Norman invasion of England failed. Tracking: You can travel to the made artifact you can hold or touch. Time-jumpers will arrive shortly after the item was created; world-jumpers will arrive at the current date on the item’s home timeline. Any such attempt is at IQ-2, and each Jumper only gets one try per artifact. +20%. Tunnel: You always create a portal Others may pass through it, even if they can’t jump. The portal lingers for 3d seconds, which can be good or bad Warp Jump: This enhancement is only available if you have the Warp advantage (p. 97). You must apply it to both Jumper and Warp. When you jump, you can simultaneously use Warp to appear anywhere at your destination. Two die rolls are necessary – one per ability – and it is possible for one to succeed while the other fails, or for both to fail. +10%. Special Limitations Cannot Escort: This is only available for world-jumpers. Other Jumpers cannot “hitch a ride,” even if you want to bring them along. -10%. Cannot Follow: This is only available for world-jumpers. You cannot Drift: You do not arrive in exactly the location you left from. You won’t arrive in thin air or underground, but you may show up anywhere within 10 miles of your planned destination. The better your IQ roll when you jump, the closer you will be to where you wanted to arrive, but it’s the GM’s call as to exactly where you appear. -15%. Limited Jump: You can only travel a certain distance through time, or a certain number of “removes” between parallel worlds, per jump. To go further, you must make multiple hops. The GM must set the value of this limitation for his campaign; it will be more of a handicap in some settings than in others. A suggested value is Maximum Range: You can only jump a certain total distance through time, or a certain number of matter how many hops you make. Like Limited Jump, the GM must set the value of this limitation. Naked: You can carry nothing when you jump! You always arrive naked. -30%. Stunning: You are always mentally stunned after a jump. -10%.</desc>
</value>
</entry>
<entry>
<key>Language Talent</key>
<value>
<name>Language Talent</name>
<nums>2</nums>
<stat>10 points</stat>
<desc>You have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next-highest level; thus, you can purchase a language at Accented level for 2 points or at Native level for 4 points. For full language rules, see Language (p. 23). Legal Enforcement</desc>
</value>
</entry>
<entry>
<key>Legal Enforcement Powers</key>
<value>
<name>Legal Enforcement Powers</name>
<nums>4</nums>
<stat>5, 10, or 15 points</stat>
<desc>You are a law enforcer, with the accompanying powers and restrictions. In some times and places, this amounts to a license to kill. In others, it’s little more than the right to carry a badge and write parking tickets. The point cost depends on the kinds of laws you enforce, the size of your jurisdiction, how answerable you are for your actions, and the degree of respect you must show for the civil rights of others: ability to arrest suspected criminals, the power to perform searches with an appropriate warrant, and possibly the right to carry a concealed weapon. Examples: a Victorian bobby or a modern policeman. 5 points. national or international jurisdiction, or are not obligated to respect the civil rights of others, or are free to engage in covert investigations, or may kill with relative impunity. Examples: an FBI agent or a medieval Royal Guardsman. 10 points. above abilities. Examples: a Gestapo, KGB, or Stasi agent. 15 points. Legal Enforcement Powers almost always require an appropriate Duty appropriate. All levels of Legal Enforcement Powers include Police Rank 0 (see p. 30). To become a senior law enforcer, buy more Rank.</desc>
</value>
</entry>
<entry>
<key>Legal Immunity</key>
<value>
<name>Legal Immunity</name>
<nums>4</nums>
<stat>5 to 20 points</stat>
<desc>You are exempt from some or all of the laws of your society. Should you break the law, ordinary law enforcers do not have the power to charge you. Only one particular authority – your own church or social class, a special court, perhaps even your ruler – can judge or punish you. The point cost depends on how sweeping the immunity is (GM’s judgment): ordinary laws, but the rules that govern your behavior are just as strict. Examples: a medieval abbot or a modern UN observer. 5 points. apply to you are less strict than those that apply to most people. Example: a medieval bard (see below). 10 points. please provided you don’t injure the nation, church, or other power that granted you Legal Immunity in the first place. Examples: a medieval duke or an international diplomat (see below). 15 points. For an extra 5 points, you may add can send and receive mail or objects that the ordinary authorities cannot legally stop or examine. Two classes of Legal Immunity are of special interest to adventurers: Bardic Immunity: You have the right to sing what you please without fear of serious consequences. You may even sing a grossly insulting song to the king – you might get banished for it, but you can’t be whipped, imprisoned, or killed. Anyone who violates your immunity risks damage to his name and reputation. Other bards will compose and distribute vicious satires about him, giving him a bad Reputation. They might even expose a Secret, if he has one! This advantage applies to the content of your performances and nothing else. It is only available to true bards, in fantasy/medieval settings. To qualify for this advantage, you must spend at least 1 point apiece on the Performance, Poetry, and Singing skills. 10 points. Diplomatic Immunity: You are an international diplomat. You may ignore the laws of all countries except your own. While abroad, you cannot be prosecuted for any crime, no matter how grave; the local police may arrest you, but they cannot press charges. The only recourse for a foreign government is to declare you persona non grata. This means you must leave the country at once, ending your current assignment – and possibly your career. Foreign powers may request your extradition for normal prosecution, but your government is unlikely to comply. This trait always comes with a Duty (p. 133) to a government agency, and often has some level of Administrative Rank (p. 30) as a prerequisite. 20 points.</desc>
</value>
</entry>
<entry>
<key>Less Sleep</key>
<value>
<name>Less Sleep</name>
<nums>3</nums>
<stat>2 points/level</stat>
<desc>You need less sleep than most people. A normal human requires 8 hours of sleep per night. Each level of this advantage – to a maximum of four levels – lets you get by with one hour less than this, giving you a few extra hours each day in which to study or work on other projects.</desc>
</value>
</entry>
<entry>
<key>Lifting ST</key>
<value>
<name>Lifting ST</name>
<nums>31</nums>
<stat>3 points per +1 ST</stat>
<desc>You have lifting capacity out of proportion to your mass. This is common for vehicles and supers. Add your Lifting ST to your ordinary ST when you determine Basic Lift (p. 15) for the purposes of carrying, lifting, pushing, and pulling. Lifting ST also adds to ST in situations where you can apply slow, steady pressure (grappling, choking, etc.). Lifting ST does not boost ST (or Basic Lift) for the purpose of determining HP, throwing distance, or damage inflicted by melee attacks or thrown weapons. If you bought your ST with the Size limitation, apply the same limitation to Lifting ST. The No Fine Manipulators limitation does not give a discount, however.</desc>
</value>
</entry>
<entry>
<key>Lightning Calculator</key>
<value>
<name>Lightning Calculator</name>
<nums>2</nums>
<stat>2 or 5 points</stat>