User login

Characteristics

ADVANTAGES & DISADVANTAGES

What gives you an edge over adversity?

What challenges must you overcome?

Advantages and disadvantages are traits that distinguish you as an individual. They give you capabilities and characteristics others lack or impose restrictions and difficulties others don't face.

Backgrounds

Some advantages arise from your personality, physical characteristics, personal history and economic circumstances. Different backgrounds can give you advantages and open up new opportunities, while others put you at a disadvantage and close doors that are open to others.

Techniques

Some advantages are the result of advanced training in particular skills that give you new capabilities. These techniques are learned just like skills with a certain training investment. Some techniques have downsides or deficiencies that arise from inferior training.

True or False Questions

Unlike skills, characteristics have no percentages. You either have them or not.

Characteristics Can be Advantages and Disadvantages

A characteristic (called a “feat” for short) can be an advantage, a disadvantage, or both. Advantages usually give you new abilities and increased freedom, whereas disadvantages usually limit your abilities or restrict your freedom. A feature can represent a special trait, background, capability, resource, or just about anything else that makes you different from someone who lacks it.

Simulation: Characteristics & Capabilities

Other Types of Features

The features described in this chapter are for people, but technologies such as software, weapons, vehicles, and other things also have features which reflect their own qualities. While the idea is the same, the people features in this chapter are only for characters, and technological features described elsewhere are not for characters. You cannot have someone with dent resistant panels or anti-lock brakes.

Acquiring Advantages

Like skills, features are bought with skill points. You simply choose them for your character by paying their cost in skill points.
Choosing a feature which is an advantage costs skill points, whereas choosing a disadvantage is worth bonus skill points. The more signifigant the feature is, the more skill points it costs or is worth.

Value of Qualities Enhancing Double Cost Skills

A quality chosen to improve a skill worth double is worth triple its base skill point value. For example, a feature such as Skill Emphasis that normally costs 5 skill points chosen to provide a +3 bonus to a a double cost skill such as Ranged Attack would cost 15 skill points instead.

Requirements

Some advantages have requirements. You must possess the abilities, features, skills, or whatever else specified in order to have or use that advantage. You can gain an advantage at the same time at which you gain the requirement. You can’t use an advantage if you’ve lost a requirement. For example, if your Strength drops below 60% because of ability damage, you can’t use the Power Striking feature until you recover.

Regaining skill points from Lost Features

If you permanently lose a feature for some reason, the Game Master may choose to let you regain the skill points spent on it. This will usually only be done if the feature was lost due to circumstances beyond your control.

Explaining Your Features

Features are more than modifiers and capabilities. They are hooks on which to hang your story. Every feature can be explained as a part of what makes you an individual. Select features that accurately describe you and make you interesting. Try not to exaggerate to make yourself out to be perfect and invincible. That will only reduce your appeal to a set of unrealistic numbers. Be creative and have fun spinning a tale around your choices.
Sometimes a number of feature choices may seem to be related and you may link them together. For example, becoming Blind might provide the inspiration for learning to Blind Fight, and Debt might explain why you have an Enemy and are Hunted.

Feature Descriptions

Here is the format for feature descriptions.

Feature Name (-Cost/+Bonus skill points)

Description of what the feature does or represents in plain language.

  • Requirements: A minimum ability score, another feature or features, a minimum base attack, a skill, or a level that Someone must have in order to acquire this feature. This entry is absent if a feature has no prerequisite. A feature may have more than one prerequisite.
  • Advantage: What the feature enables you (the character) to do.
  • Disadvantage: What problems the feature poses.
  • Normal: What Someone who does not have this feature is limited to or restricted from doing. If not having the feature causes no particular drawback, this entry is absent.
  • Special: Additional facts about the feature that may be helpful when you decide whether to acquire this feature.
  • Subfeature Name (-Cost/+Bonus): A related feature.

Identity Features

Who are you? Identity features help answer that question by filling in the blanks about where your character comes from and what you are like.
This section offers advice as you determine details about your character, including his name, age, appearance and personality. Start with some idea of your background and personality, and use that idea to develop the details that bring your character to life.

Humanity

All of us share a common species as members of a human family with common ancestors believed to come from Africa.

Name: Who are you?

  • “What’s your name?” is the first question everyone asks.
  • Nick Names: Many people have special names people call them like handles, usernames, nick names, aliases, whatever. Take note of any nicks you have.
  • Fiction: Invent or choose a fictional name for your character. For help thinking of names, visit www.emancy.com/rpg/names. Most people have a first given name and last family name, and some married people adopt the family name of their spouse. Many cultures have different naming conventions. Names may often relate to a person’s ethnic background. See Ideas for more information.
  • Player Name: Fictional characters have a player name indicating who “owns” the role and can play the character’s part. If you are creating and playing a character, put your name on it. Some characters are controlled by players, some by gamemasters, and others by AI.

Age

Age
How old are you? Most people are profiled as adults, but you might be older or younger. Your age modifies your abilities. Young people are subject to special legal protections and restrictions in most places which vary by region. Older people also have some special financial status for retirement benefiits and social security in some places.
Age Years Abilities

  • Infant 0-2 –40% Str/Con/Dex, Int/Wis/Cha (100% disadv.)
  • Child 3-11 –20% Str, Con; –10% Dex/Int/Wis/Cha (50% disadv.)
  • Youth 12-15 –10% Str/Dex/Con, Int/Wis/Cha
  • Adult 16-40 no modifier.
  • Middle 41-59 –10% Str/Dex/Con; +5% Int/Wis/Cha
  • Old 60-79 –20% Str/Dex/Con; +10% Int/Wis/Cha, –10% Health
  • Elderly 80+ –30% Str/Dex/Con; +15% Int, Wis, Cha, –20% Health
  • Max 80-130 death

Upon reaching maximum age you die regardless of your health as your body wears out. Life extension technologies are promising but so far the oldest person known died 128 years old in 2003.

Underage Youth

Being too young to be treated as an adult in your culture has its prosa and cons. You are respected less and restricted in your choices. Adults take you less seriously, putting you at a –10% disadvantage on Charisma chances with them. In the United States, anyone under the age of 18 is treated as underage.
You may be treated by the criminal justice system with special lenience.
You are not allowed to do many things reserved for ‘responsible adults’ until you reach various legal ages such as driving, signing contracts, consuming legal drugs like alcohol and tobacco, etc.
Some people respect youth more than others. If kids influence someone, they may spread anti-ageism. Ageism is a widespread bias idea against younger people. 

Gender

Men and women are spiritually equal and biologically different. Which gender is your character? Your character’s gender need not be the same as your own, and an alternate gender can provide an inspiring roleplaying challenge. Gender is something most of us have to live with and plays a major part in our lives. See the Chapter: Ideas for more examples of how people think about gender.

Male

Size: Men tend to be slightly stronger and slightly taller.
Abilities: On average, men tend to have higher Strength and Constitution.
Height: Men tend to be 10% taller than women.
Diseases: Men have a number of health risks.
Related Ideas: masculinity, aggression, violence, competition, professional sports,

Female

Smell: Women have a slightly sharper sense of smell and have a +5% smelling chance.
Height: Women tend to be about 10% shorter than men.
Abilities: Women tend to have high Perception and Charisma.
Pregnancy: You have the ability to conceive and give birth. You bond strongly with your children.
Discrimination: Some people look at women as being substantially different than men because of cultural ideas like shovenism.
Related Ideas: feminism, motherhood, homemaking, beautification, high heels, cooperation, pacifism, jealousy, cosmetics,
“gender role” ideas

Blood Type

Medical blood infusions must come from someone with closely matching blood. Blood types are close, and blood relative family members are closest.

O
A
B


Dietary considerations.
Japanese people have a popular idea about blood type being an influence on your character.

Hair

Hair Length: Long, Normal, Short, Bald
Hair Color
Hair Type
Skin
Eyes
Home Address
Criminal Record
Top Charge, Precinct, Sentence

Ethnicity

Who were your parents?
Your ethnicity is the result of your parentage and ancestry. Some people have strong cultural ideas associated with their ethnicity while others don’t think about it much. Whatever your ideas about your own ethnicity, the physical characteristics are as visible in your appearance as your height and weight. Other people may sometimes relate to you by the ideas they have about your ethnicity. Depending on who you meet, you may experience widely varying reactions such as acceptance and brotherhood, stereotyping and racism, or indifference and colorblindness.
Extensive coverage of ethnicities?
Backgrounds like scottish tend to be tall, asian tends to be shorter, etc.
Natural skin, eye and hair color can be related to ethnicity.
Height may also be related to ethnicity.
Many people are a combination of several ethnicities.
Pictures of powerful people from each gender and ethnicity.
Differences are less now due to travel and mixing, so you may have multiple ethnicities which become hard to recognize.

Religion

Most people have some religious beliefs. The most common are:

  • P Protestant
  • C Catholic
  • J Jewish
  • I Islamic
  • B Buddhist
  • H Hindu
  • S Shinto
  • O Eastern Orthodox
  • G Greek Orthodox
  • X Other

Blending In

"it is unlikely that a political candidate would serve him or herself well by declaring their atheism. Six in ten (62 percent) registered voters say they would not vote for a candidate who is an atheist. Majorities of each major party — 78 percent of Repulicans and 60 percent of Democrats — rule out such an option."

Newsweek Poll: Americans 90% religious, 50% don't believe evolution  

Being of the same religion as those around you makes religious differences less of an issue and constitutes an advantage. Being a religious minority can result in being treated like an outsider in some circumstances.
Christianity
Being Christian makes it easier to become POTUS and other high political offices.

Appearance

What do you look like? Good-looking people tend to have high charisma, though someone with unusual looks could be appealing in an unconventional sense, and an attractive person with a nasty personality still has a low charisma.

Height and Weight

What is your height and weight? Physical abilities often relate to your height and weight. If you are weak, but agile, you may be thin. If you are strong and tough, you may be tall or just heavy. Age might be a factor if you are young, with young adults and children roughly 10% and 40% shorter respectively.

Simulation: Feel free to select an appropriate combination. You may also generate random numbers for height (100 + 5d20 cm) and weight (40 + 3d20 kg). +1 kg / +1 cm. You may choose to modify both your height and weight rolls by –20% for a lighter build. Your ideas and lifestyle may also be a factor in explaining your weight, and your parentage may have an effect on your height.

Underweight (–5%): You may experience stigmatization from people who are anti-underweight. Very skinny people have limited body heat and starve quickly. You have little body fat and suffer a -4 penalty on Fortitude tests against starvation.

Average Weight: Your weight is about average for your size.

Overweight (–5%): You may experience stigmtization from people who are anti-overweight. Body image aside, being overweight is hazardous to your health and potentially fatal. It increases your risks of heart disease and type 2 diabetes, sleep apnea, gallbladder disease, asthma, high blood pressure, arthritis, cancer, depression by up to +20%. May stem from eating disorder. You can survive starvation longer, and get a +20% bonus on fortitude tests against starvation. Overweight people suffer increased health risks but are better off in starvation situations.

Height

Heights are for adults.

The Height Advantage

People are instinctively somewhat intimidated by people taller than they are. If you are 6 inches or 25 cm taller than someone, you get a +5% influence chance towards them. If you are a foot or more taller, you have a +10% influence chance.

Note that the height ranges are averages for the USA, and they vary among different ethnic communities and nations.

  • Short: No modifiers.
  • Medium Height (5’6’’-5’11”)
  • No modifiers.
  • Tall (6’-6.5’: You gain a +1 bonus on Influence tests with people of average or shorter height.
  • Very Tall (6.5’-7’)
  • Pluses: You are a candidate for pro basketball.
  • Minuses: Being tall makes it more difficult to hide, to balance, to...
  • Very Short (Less than 4’): You are genetically disposed to be what some call a dwarf. Health issues?

Handedness

Most people consistently use the same hand for one-handed tasks requiring skill. These tasks include writing, throwing a ball, and using a knife or hammer.

Most people use the right hand for such tasks, but others use the left. Using the off-hand is more difficult.

Off-handed Actions: Using the only your off-hand for Dexterity and Strength-based skills halves any positive ability factor. OR –10% chances.

Right-handedness
90% of people are right-handed.

Left-handedness
10% of people are left-handed (5% women, 15% men). Left-handers seem to have more success than right-handers at mentally manipulating three-dimensional objects. This could explain why many graphic artists, architects, and chess masters are left-handed.

Off-Handed Penalties
Striking and shooting with an off-hand suffers –20% chances. Striking and shooting with two weapons at once suffers –40% chances.

Ambidexterity (–40% Skills)

Ambidexterity allows you to use either hand skillfully. 1% of people are born ambidextrous and some with left or right-handedness learn how to perform many skills well with both hands. 60% of attempts to change handedness fail, and the switch is usually limited to skills singled out for change. Thus, left-handed children who learn to eat or write with their right hand may still throw a ball or brush their teeth with their left hand. Famous ambidextrous people include Leonardo Da-Vinci & Robert Baden-Powell.
Ambidexterity reduces off-hand and two-weapon penalties by half.
Perceptions: Surveys indicate that the parents or teachers of a large majority of left-handers have tried to convert them into right-handers. Some of these attempts have involved punishment for use of the left hand.
Ergonomics: Because of cultural bias toward right-handedness, left-handedness can be risky. Many manufacturers design products for the safety and convenience of the right-handed majority. For instance, many safety switches and control levers are placed where they can be most easily reached by a right-hander. Operating these same items may be awkward or impossible for a left-hander.
Ergonomics Accidents: Research indicates that left-handers are more likely than right-handers are to suffer accidental injuries while driving in traffic. Left-handers also have a higher rate of injury while using tools and motorized equipment, engaging in military activities, and playing sports. One study found that left-handers were six times as likely to die in accidents as right-handers were.

Ambidexterity

You are equally adept at using either hand.

Requirements: Dexterity 75%
Advantage: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.
Normal: Without ambidexterity, one who uses his or her off hand suffers a –20% penalty to all chances. For example, a right-handed character wielding a weapon with her left hand suffers a –20% penalty to striking chances with that weapon.

Appearance

Hair: People have a variety of different natural hair styles. Examples: curly or straight, fine or thick, parted, widow’s peak, clean shaven or facial hair, beard or moustache, sideburns.
Eye Color: Choose one: blue, green, brown, hazel, grey
Skin: Choose one: pale, pink, tanned, olive, light brown, brown, dark brown
Skin Acne:
Perfect Skin:
Scars:

Background

What your life has been like up until now. Here are a few questions to get you thinking:
How did you decide to become an activist?
How did you get interested in Empowerment?
How did you learn your professional role? A hacker, for example, might have worked for a corporation, or may be an independent and self-taught geek. A soldier might have served in the armed forces or trained in a militia. A lawyer may have served as a public defender or specialized in corporate taxes.
What kind of home did you come from? What was your family like? What sort of instruction did you receive? What events shaped your life? What relationships have been important to you?
Background features can provide hooks on which to hang your story. See Chapter x: Features for more information.

Refugee

Growing up as a victim of political strife, you suffered dislocation and economic adversity. You have more credibilty on refugee issues.

Famous Parents

You were born with built-in reputation.
Wealthy:
Immigrant:

Birthplace

Where were you born? This usually determines your citizenship even if you grew up elsewhere. If you are born in a foreign country, you may enjoy citizenship there.

Nationality

Your national citizenship has a huge impact on your life. The country in which you live determines the ideas, education, economy, laws and politics you live with. Being born into a wartorn or impoverished country can ruin and shorten your life through no fault of your own, while people born in rich countries take for granted numerous benefits the rest of the world lack. Most people are citizens of only their home country where they were born. Some have multiple citizenships because they were born abroad or immigrated.
Your career may determine which nationalities are most advantageous.

Citizenship and Political Office

Citizenship is important for politicians because many countries like the USA and Canada reserve high public offices like the presidency to natural-born citizens, preventing first-generation immigrants from governing. Some countries also have more political influence world-wide than others. Politicians in the U.S.A. have greater global influence than those in Mexico, for example.

  • United States:
  • Canada:
  • Dual Citizenship
  • Having citizenship in two or more countries at once, such as the USA and Canada gives you great freedom of movement: you can reside wherever you want to work, pay taxes and vote.
  • Britain:
  • Japan:
  • Europe:

Security Clearance

"Most positions require ability to obtain/maintain a secret or higher clearance. Must be a US Citizen and able to obtain a security clearance."

—Blackwater Employment

Many government positions require a security clearance. Obtaining a security clearance involves an exhaustive background check that can demonstrate a law-abiding life history without suspicious behavior that could be indicative of involvement with foreign or criminal elements.

Police Record –25%

You have fought the law and lost.
Disadvantage: You are on file in law-enforcement and security databases. It is more difficult for you to find employment.

Parole –25%

You are on parole after serving time in prison.
Requirements: Police Record.
Disadvantage: You have to call a parole officer every two days and meet once a week. Violation of your parole will be get you back in prison.

Blackmailable

Someone has something on you that could get you in trouble.

 

Psychological Traits

Personality Traits

You possess a distinctive personality trait.
Advantage: When you behave in a way that fits your trait, you get a +5% willpower chance for 1 hour and 10 experience points.

Examples of Traits: Aggressive, Amoral, Calm, Cheerful, Compassionate, Confident, Courageous, Cowardly, Curious, Dependent, Egotistical, Energetic, Flippant, Follower, Foppish, Friendly, Frivolous, Generous, Hateful, Helpful, Honest, Humble, Humorless, Humorous, Illogical, Independent, Kind, Lazy, Leader, Logical, Mysterious, Ominous, Optimistic, Passive, Peaceful, Pessimistic, Precise, Quiet, Rash, Religious, Romantic, Rude, Selfish, Skeptical, Suspicious, Talkative, Thoughtless, Trusting.

Motivation (-1 skill point)

You have a motivation that drives your actions. Choose an idea that motivates your character from one of the following or create your own with your GM’s permission.
Advantage: At your GM’s discretion, you may receive bonus experience points for roleplaying that reflects your motivation.
Disadvantage: Conversely, roleplaying which clearly conflicts with your motivation can be cause for loss of experience points.
Demeanor +5%
Your outward behavior seems to show a personality different from your true nature. Though you are motivated differently, and keep your true motivation a secret. In making private choices, you follow your true motivation, but in making choices that others will know of, you project your demeanor instead.
Recent Events
You have been visiting a friend.

Relationships

Work related stuff (quit your job?)
see Hero Builder’s guidebook


Traumatization +25%

You suffer from the long-lasting psychological effects of an extremely distressing experience that caused severe emotional shock.
You suffer a permanent –10% penalty on Charisma.

Morals -5%

You have definate moral convictions which guide your behavior.
Advantage: You must obey your morals, and by doing so you may impress others with your admirable principles. When you act on your morals, those who share your morals and witness your act make a Reputation test to improve their opinion of you.
Challenge: You are unwilling to compromise your morals, even when it becomes convenient to do so. You must make a Willpower test to overcome the doubt and a Willpower test to preserve your morals after ignoring them.
Details
Star Sign: Many people are casually interested in comparing starsigns for compatability or self reflection.
Enneagram: Some use enneagrams as psychological types to describe people. See Ideas for descriptions of the types and more information.

Good, Evil, Or Somewhere In Between

You decide what moral spin you want to give your character. Most people will assume that you’re one of the good guys, but that doesn’t mean you have to. It all depends on the type of character you want to play and the type of campaign your GM wants to run.

Most people see themselves as good, merely misunderstood.

You could side with megacorporations in extracting capital from the earth instead of fighting for civil liberty. You could occupy the middle ground, trying to do good through corporations.

affiliations, citizenships, causes, futurisms, agendas, memberships

Education

Your level of education can influence your ability to find work. It is helpful to note which school you attended.
High School Diploma: This qualifies you for most service-industry jobs like food and retail.
Technical School Diploma: This qualifies you for a specific technical field such as carpentry or cooking.
College Bachelors’ Degree: This may give you some qualifications for employment requiring a degree.
College Masters’ Degree: This gives you a higher level of qualification that a bachelors’.
College Doctorate Degree: This is the highest level of academic qualification, and allows you to take professor positions at universities to teach and research.
Prestigious Schools: Very prestigious schools have a high Reputation test that may influence people favorably towards you. The most famous examples are the Ivy League in the United States such as Harvard and Princeton.
Distinguished: You were recognized for special honors or awards while in school.
Employment
You have a paying job working for an organization.
Salary

free agents
tech experts
Careers
Lawyer requires Masters and Bar
Doctor requires Masters
Resources
Useful contacts, authority in organizations, financial assets and essential technologies are all resources. Assets can buy help which contacts can provide and technology can do the jobs of others. the value of contacts depends on their relevance to your role and situation.


Death Threats –50%

People know your name and intend to reach out and kill you whenever they see f it.

Death Wish –25%
You are trying to get yourself killed. Not very smart, because eventually it is going to work.
Disadvantage: You must take 50% willpower chance to resist putting yourself in life-threatening danger. You are not allowed to whine at your GM if you actually get killed!

Debt (+5 skill points)

You owe someone big.
Disadvantage: You owe someone a large amount of money ($10000 or double your starting amount, whichever is greater) or an equivelant favor.
Dependents (+10% skill points)
You have a loved one who depends on you for support and aid from time to time, such as a child, parent, spouse, sibling, or old friend.
Disadvantage: You must spend a fair amount of your time and money meeting the needs of your dependent. This is subject to the Gamemaster’s discretion.

Conflict of Interest (+5 skill points)

You have conflicting loyalties. This is the sort of thing that can prevent or compromise getting government security clearance.

Disadvantage: You have two allegiences which may conflict, forcing you to decide between them at some point.
Hunted (+5 skill points)
Your enemies hunt you mercilessly for the rest of your life.
Disadvantage: Your enemies never stop hounding you. They chase you relentlessly and if you defeat them, a new one takes their place to hunt you still.

Enemies (+5 skill points)

You have an enemy who has a score to settle with you because of something you did to anger them. The feelings may be mutual or you might not bear them any ill will, but when they come after you, you’ll have to deal with them.
Disadvantage: Your enemy wants to track you down and get even with you. How soon they will catch up with you and what they want to do to you depends on how motivated they are, how powerful they are, and what they know about your wherebouts. If you have many enemies, they may get together and join forces against you or compete for the pleasure (Gamemaster’s discretion is to be exercised quite liberally in inventing details and bringing your enemy back to haunt you. Enemies can really spice up the story with complications and surprises.)

Mysterious Problems –25%
You have a mysterious problem that will haunt you in the future.
Disadvantage: You’re in for some lifelong headaches because of something you’re not even aware of yet. Your GM chooses a story to explain your problems and is encouraged to use it to introduce unexpected complications into your life. Mystery problems shouldn’t be instantly lethal but neither should they be easily resolved, and if a problem is solved, another one may take its place.


Low Profile –25%
You stay out of the limelight as much as possible.
Advantage: You get a –5 penalty on all Reputation tests, including those made to determine if others recognize you.

Metamorphosis –5%
You have undergone a radical transformation. You have gained new capabilities and lost old ones.
Advantage: You can reassign up to 20 skill points (GM’s discretion on what skills and features are allowable). You lose their previous assignments and choosing new skills and features with the points.

Contacts

“It’s not what you have but who you know that matters.”
“Either we hang together or we hang seperately.” —Benjamin Franklin

“WE MUST ALL HANG TOGETHER, OR ASSUREDLY WE SHALL ALL HANG SEPARATELY.” -BENJAMIN FRANKLIN AT THE SIGNING OF THE DECLARATION OF INDEPENDENCE


Contacts are people who are in a position to help you. If persuaded to assist, contacts can put their skills and resources at your disposal. Contacts can be close friends and family or distant acquaintances and relatives, staunch allies and supporters or someone powerful who owes you a favor, assoctiates you’ve worked with before or people you’ve never met in person.

Relationship: The strength and nature of your relationship with each contact varies. Some contacts may want to keep your relationship and favors exchanged a secret, limiting what can be done directly.

Skills: The roles and capabilities of your contacts can be useful to assist your efforts.

Resources: Contacts have resources and contacts of their own. Sometimes the help you need is from a friend of a friend, but this may cost you.

Power: Authority to command or influence.

Ideas: ideas which are useful to your goals.

Organizations:

Calling On Contacts

Asking contacts for help is tricky. First decide what you are asking for and how likely they are to agree. There is a risk that they will be unavailable on short notice. Once you reach them, persuading them to help depends on your relationship and motivations. If you tell them you need help in service of an idea they share, they are likely to help, or you will have to rely on relationship alone. Lying to motivate them may work but it may ruin your integrity and cost you a friend when they find out. If they are persuaded to want to help, the question is how. If they have the skills and resources to be of help, they will offer to do something (the minimum or maximum effort depending on how persuaded they are).

Available Contacts: The world should present to you a range of potential contacts worth cultivating with relavence to your purpose before you chose them. Only the world knows how each could be useful until you call on them.

Regional Features

Certain backgrounds have special features available to them.
American citizens
Your citizenship determines your credibility and voting.
Contact (-1 skill point)
You have a helpful acquaintance on whom you can call for information or beg favors of.
Advantage: Calling on a contact’s assistance requires a successful Diplomacy test opposed by the contact’s own Diplomacy test. Asking a contact for something unusual without revealing why you want it may require a Bluff test opposed by the contact’s Sense Motive test.
Powerful Friend (-10 skill point)
You have an important, influential contact such as a corporate executive or a government official.
Advantage: You can call upon your powerful friend for assistance, but such contacts are often unavailable for political reasons or too busy to help. They may also call on you from time to time.

Prodigy –5%
You showed exceptional natural talent for something from an early age and gained a head start. One of your skills rank up to 20% beyond your normal maximum.
Rank –5%
You hold a high rank of command within the hierarchy of your organization.
Requirements: Allegiance, Reputation skill rank 5+.
Advantage: You can command your subordinates (people of lower rank) in your organization. The exact nature of rank is subject to GM discretion, but an opposed Reputation test provides a rough guide.

Influence Specializations
Beauty –5%
You have a very attractive physical appearance.
Advantage: You get a +1 bonus on all Charisma based skill tests.
Allegiance –5%
You belong to an organization that commands loyalty and provides benefits to its members.
Advantage: The exact nature of the Allegiance is subject to the GM’s discretion.
Infamy –5%
You are known for crimes or evil deeds (whether you actually committed these crimes or evil deeds or not).
Advantage: You are considered infamous (see Reputation in Chapter: Humanity). This is regardless of your Reputation score.

Mentor –5%
You have a teacher who influences your development.
Advantage: You can learn a lot from your mentor.
Disadvantage: You may be required to give your mentor something in exchange. This may involve performing special duties or favors.

Mysterious Contacts –5%
You seem to have contacts all around who appear right when you need them.
Requirements: Charisma 15+.
Advantage: You may elect to keep the identity of any of your contacts a secret from even yourself. This becomes a ‘floating’ contact which you can choose later to meet a need. To locate such a contact, you must make an Investigate test (DC 10+Level of desired Contact)

Attract Followers (-10 skill points)
You can use your Reputation to attract followers to your cause. These may be troops, minions, personal servants, accomplices, trainees, acolytes, or whatever other type of dedicated follower you choose. (If you stand for some cause, you may win followers to your cause as well as personal followers if your GM chooses.)
Requirements: Reputation skill rank 10+.
Advantage: Make a Reputation test (DC 25) to see if you attract one or more followers to your cause. On a successful test, you attract a number of followers, who arrive in the next few weeks. If the roll fails, you can’t try again until you gain another level.
The maximum total levels of your followers can’t exceed your Reputation bonus. (For purposes of this total, professional-class characters count as one-half their level, and commoner-class characters count as one-half of a 1st-level character.) No single follower-heroic or not-can have a level higher than half your Reputation bonus (rounded down).
Example: Mekael Gobovsky, a 12th-level hacker with a Reputation bonus of 10, decides it’s time to build a power base of loyal hackers and assistants. Her player rolls a 19 on 1d20, which is modified to 29-a success. Going for a mix of quality and quantity, Mekael decides that he wants a single 4th-level hacker (as an apprentice), a 3rd-level soldier (as a bodyguard), and three 1st-level hackers (as students), for a total of 10 levels of followers.
After the first successful roll, Someone can continue to try to attract additional followers every level thereafter; however, the normal rules for maximum follower levels apply. Thus, Mikael could only try to attract more followers at 11th level if he gained a point of reputation.
Followers remain loyal to the character unless treated with extreme abuse or disdain (GM’s discretion). Followers who leave the character’s service (or die while serving) create “open space” under the total level cap. These open spaces can be filled with later successful Reputation tests made to attract additional followers.
GM Note: The Gamemaster is free to disallow or restrict the use of followers, particularly when it simply wouldn’t be feasible for a player to run both a main hero and an array of minor characters.
Attract More Followers (-10 skill points)
You may command a greater number of followers.
Requirements: Attract Followers, Diplomacy skill rank 16+.
Advantage: You can Attract Followers of a total number of levels up to twice your Reputation bonus.
Normal: Without Attract More Followers, you can only Attract Followers of a total number of levels equal to your Reputation bonus.
Requisition Supplies –5%
You can requisition supplies from your organizations.
Requires: organization, duty.
The maximum value of the supplies assigned to you at any time is equal to your level x your Charisma modifier x $1000. Supplies include weapons, vehicles, or other equipment.
In general, you should return requisitioned equipment in a reasonable time frame; however, no specific limits (other than the GM’s discretion) are assigned. If any requisitioned equipment is lost or destroyed, you must repay it or its value counts as a permanent penalty to your maximum value.

Fame –5%
You are particularly well known. There are a million possible reasons for becoming famous, such as making a high-profile appearance in national media or winning a prestigious award.
Advantage: You gain a +3 bonus to your Reputation.
Special: You can get multiple levels of fame to increase Reputation further.

Favor –5%
Someone owes you big. You can count on them to pay you back at some point.
Advantage: Someone owes you a special favor (GM’s discretion).
Friend –5%
You have an especially loyal contact, a good friend who you can count on.
Requirements: Contact to become a Friend.
Advantage: Your friend is more trustworthy than an ordinary contact and will willingly assist you.
Special: You can turn a contact into a friend by spending time building trust.

Geek –5%
You have a way with machines.
Advantage: You get a +10% bonus on all Repair tests and Computer Use tests.

Secret Identity –5%
You have a secret identity.
Advantage: Your hidden identity can provide a cover for secretive activities.

Economic Features
Economic features define your financial situation.
Poverty (+5 skill points)
You have very little money.
Disadvantage: You start with only $100 after purchasing your starting equipment.

Middle Class
You can afford most of the things you want.
Upper Class
You are wealthier than most people.

Military Training
You have been trained in the military to perform a set of skills.
Special Forces Training
You have been trained as an elite special forces operator.

Social Stigma (+5 skill points)
You are disgraced in the eyes of society because of your social status, birth, or some other characteristic considered unacceptable.
Disadvantage: You get a –4 penalty on Charisma when dealing with others who do not share your stigma.
Primitive (+5 skill points)
You are ignorant when it comes to using modern technology.
Penalty: You suffer a –4 competency penalty to all technical skills including firearms and the Net. You may spend 8 skill points to reduce this penalty.
Innocent Appearance –5%
You seem too innocent to be suspected of duplicity, almost to the point of harmless naiveté.
Advantage: Sense Motive tests made against you suffer a –5 penalty.
Education –5%
You have a first-rate education and you’ve been exposed to a lot of information.
Advantage: You get a +1 synergy bonus to all Knowledge skill tests.

Leadership –5%
You can command excellence in others with direct guidance.
Requirements: Charisma 13+, Diplomacy +4.
Advantage: By directing the actions of others, you can increase their chances of success. This requires a Diplomacy skill test (DC equals 10 plus the number of allies to be assisted) and a full-round action. A success grants a competence bonus to all your allies’ skill tests for one minute (or a single task if it requires more than one minute to complete). The bonus is equal to the leader’s Charisma bonus. All allies to be affected must be within sight and voice range, and must be able to understand you.
Example: Someone with Charisma 14 is directing two allies in their work. By making a diplomacy skill test (DC 12), she adds +2(His Cha bonus) to each of the allies’ skill tests for the duration of the work.

Lingo (-1 skill point)
You know the jargon, shop talk and slang a chosen group uses.
Advantage: For a broad group such as management, this gives you a +1 bonus on Diplomacy and Bluff tests with them. For a specific group such as a single company, this gives a +10% bonus on Diplomacy and Bluff tests with them.
Territory –5%
You are particularly effective at operating in a certain area of your choice such as a single building, network, or infrequently visited terrain like the desert, subject to Gamemaster approval.
Requirement: Knowledge (territory) +5;
Advantage: Choose a small area as your preferred territory. You get a +10% bonus to all tests made in your territory.
Untouchability –10%
Your reputation has become so terrible that it clouds the minds of your enemies with irrational terror.
Requirements: Reputation bonus 15+, Infamy.
Advantage: Anyone with less combined intimidation and reputation has trouble taking direct actions against you. This results in a penalty to any actions and skill tests made to directly effect you, including attacks. The penalty is equal to your Charisma bonus (so if you have a +20% Charisma bonus, your enemies suffer a –4 penalty to effect you).
Characters can make Willpower Save tests (DC equal to your Reputation bonus) to overcome the penalty for 1d4 hours.
True Faith
You have a deep and meaningful faith in the higher order of the universe. This may be a related to a particular Knowledge (religion) skill or it may be a more personal form of belief.
Advantage: You get a +1 enhancement bonus to your Wisdom.
True Love (-2 skill points)
You have a deep and meaningful relationship with someone that inspires you.
Advantage: You get a +1 bonus on Willpower tests.
Wealth –5%
You are more wealthy.
Advantage: You get $5000 in additional funds.
“Haven’t we all done this at one time or another, prioritized money over other considerations? Sacrificed what we really wanted to do for what would pay the most?”
Frightful Presence –5%
Your mere presence can terrify those around you.
Requirements: charisma 70%, intimidation 40%.
Advantage: Once per round, you can, as a free action, use your Frightful Presence. All opponents within 10 meters who have fewer levels than you must make a Will saving throw (DC 10 plus your level and Charisma modifier). An opponent who fails his save is shaken, suffering a –2 penalty to attack rolls, saves, and skill tests for 1d6 plus your Charisma modifier in rounds.
A successful save indicates that the opponent is immune to your Frightful Presence for one day. This ability can’t affect creatures with an Intelligence of 3 or less.
If you are infamous (see Reputation in Chapter: Humanity) and make a successful Reputation test, the Will saving throw’s DC increases by 5.
Normal: Someone without this feature can use the Intimidate skill (or Charisma if untrained) to threaten someone.
Unknown Identity –5%
You are not registered in any databases or records.
Advantage: Investigate tests made to track you down are more difficult...
Contact
You have operatives and associates throughout his or her sphere of influence. Each time a crimelord gains a contact, the GM should develop a supporting character to represent the contact. A player can suggest the type of contact his or her character wants to gain. A contact won’t accompany the crimelord on missions or risk his or her life, but a contact will provide information or expert skills. The more powerful the contact is, the less time he or she has to offer the crimelord. Whatever the case, a crimelord shouldn’t be allowed to call on the same contact more than once per adventure. Contacts fall into two groups: information contacts and expert contacts.
Information contacts include bartenders, thugs, spacers, law enforcers, outlaws, entertainers, computer slicers, merchants, politicians, smugglers, officers, starship captains, reporters, and various types of street people of any species.
Expert contacts include bureaucrats, doctors, engineers, diplomats, historians, mechanics, various types of scholars and scientists, politicians, and bounty hunters.
Well Traveled –5%
You have acquaintances in many remote locations that might act as contacts.
Advantage: Whenever you travel to a remote or foreign location, you may make an Investigate test (DC 15 or more depending on the location and GM’s discretion) to “remember” one of these acquaintances. With a success, you locate an individual who serves as a temporary Contact, though a -1 penalty applies to any skill test used to solicit assistance.
New Technology –5%
You have access to bleeding-edge technology of some kind.
Advantage: You can purchase equipment not yet publically available, subject to your Gamemaster’s approval.
Genetics –5%
You are the product of amazing luck or genetic engineering, born with charmed genes.
Advantage: You may choose one of your ability scores to gain a +1 inherant bonus. You get a +8 bonus to Fortitude Save tests against developing hereditary diseases.
Creation Only: You may only select this feature at the time of character creation. You may not gain this feature at a later time.
Advantage Features
Skill features provide new capabilities or improve existing ones.
Ability Increase (-10 skill points)
Choose an ability, such as Intelligence. You are exceptionally talented at that ability.
Advantage: You get an inherant +1 bonus to one of your six ability scores. This may increase your ability modifier.
Acrobatic –5%
You are very agile.
Advantage: You get a +10% bonus on all Jump tests and Tumble tests.
Alertness –5%
You have finely tuned senses.
Advantage: You get a +10% bonus on all Listen tests and Spot tests.
All-nighter –5%
You can work ceaselessly to accomplish the impossible when others would pass out or go home and get some rest because “It’s just a job.”
When working on a long task, you gain a +50% bonus to endurace chances against exhaustion. Following an all-nighter stint of more than a day, you must make a Fortitude Save test (DC 10 without the benefit of a +10 bonus) or be exhausted for 1d4 days.

“Of course it is illegal to force employees to work longer hours, but in many companies, it is culturally required.”

Artistic Ability –5%
You have a gift for artistic persuits.
You get a +10% bonus on all Entertain tests and Craft tests.
Brave –5%
You are fearless in the face of danger.
You get a +30% bonus on Intimidation tests made to oppose Intimidation by others.
Cautious –5%
You are especially careful with tasks that may yield catastrophic results.
You get a +10% bonus on all Demolition tests and Disable Device tests.
Common Sense –5%
You hear the voice of reason before acting foolishly.
Advantage: When you make a decision, you can make a Wisdom test (DC 15). If you are successful, your Gamemaster may or may not suggest that you reconsider because of some considerations you almost overlooked.
Danger Sense –5%
You have an uncanny ability to anticipate danger. When your life is put in danger by an ambush, impending disaster, etc., the Gamemaster rolls a secret Willpower test for you (DC 15). On a successful test result, you feel a strange sensation of dread.
Daredevil –5%
Your heedlessness in the face of extreme danger helps you accomplish risky feats. You get a +20% bonus on any skill test involving extreme or unnecessary risk.
Disarm Trap –5%
You know how to detect and disarm the most devious of traps and security systems. Use Search to locate very difficult traps and Disable Device or a relavent technical Knowledge skill to disarm them.
Disciplined –5%
You are clear of mind, steadfast, and unwavering from your purpose. You get a +10% bonus on Will Save tests and a +10% bonus on Concentrate tests.
Computing
Empathy –5%
You can sense emotions and understand other peoples’ perspectives.
Advantage: You can make a Sense Motive test (DC GM’s discretion) to determine something about your emotional state. You also get a +10% bonus on Diplomacy tests.
Endurance –5%
You are capable of amazing features of stamina.
Advantage: Whenever you make a test for performing a physical action that extends over a period of time (such as running, swimming, holding you breath, and so on), you get a +20% bonus to the test.
Spelunker –5%
Requirements: Climbing 5+.
Advantage: You get a +20% bonus on Climbing and Survival skill tests made underground.
Great Fortitude –5%
You have greater than normal fortitude.
Advantage: You get a +10% bonus to all Fortitude Save tests.
Headstrong –5%
You are confident and implacable, sometimes to the point of being stubborn.
Advantage: You get a +3 bonus on Willpower Save tests and Intimidate tests.
Disadvantage: You suffer a –1 penalty on Diplomacy tests.
Immunity
You have an innate or developed immunity to a single disease or toxin. You get a +50% fortitude chance against the chosen disease or toxin.
Intense Concentration –5%
You can use self mastery to focus yourself totally upon the performance of a task.
Advantage: Using Intense Concentration to perform a skill takes a full-round action. On a skill test, first make a Willpower test against the DC of the skill test. If it succeeds, you get a +20% bonus on the test. If the Willpower test fails, you get no bonus and you suffer a –2 penalty on all Willpower tests for 24 hours.
Iron Will –5%
You have a stronger will than normal.
Advantage: You get a +10% bonus to all Will saving throws. Every second level (2nd, 4th, 6th, etc.) you gain an additional +1 bonus to Will saving throws.
Faith Leaping –5%
You can make very difficult or dangerous jumps without fear.
Requirements: Jump 10+, Willpower 10+.
Advantage: You can make jumps that are at the upper limits of your jumping ability by taking 20.
Long Jump –5%
Requirements: Str 15, Dex 15, unrealism
You can jump farther than most people. You can make long precision running jumps and tumbling landings requiring higher risks with a +50% chance and maximum distance.
Menacing –5%
You are frightening and cause fear and alarm in others.
Advantage: You get a +5 bonus on Intimidation tests and a –5 penalty on Diplomacy tests.
Mimic –5%
You have a gift for impersonation.
Advantage: You get a +10% bonus on all Disguise tests and Entertain (acting) tests.
Mind Over Matter –5%
You can focus your mind to exceed your physical capabilities.
Advantage: When making a skill test with a Strength or Constitution ability modifier, you may attempt to use your Intelligence modifier instead. If you succeed at an Intelligence test against the same target number, you can use your Intelligence bonus on the skill test instead of your Strength bonus on a skill test.
Mutant Power –5%
You have an innate capability normal humans do not.
Advantage: You may choose one item of cybertech (purchased seperately) to be innate and part of your body instead of an implant. Your Gamemaster decides which cyberwares are appropriate.
Nightvision –5%
You can see like a cat in low-light conditions.
Advantage: You can see normally in low-light conditions, suffering no concealment penalties in moderate darkness and only –4 in darkness.
Nimble –5%
You have exceptional flexibility and manual dexterity.
Advantage: You get a +10% bonus on all Escape Artist tests and Sleight of Hand tests.

Skilled Patience –5%
You can produce superior results by taking the time to do the job right.
Advantage: You may choose to get a +20% bonus on skill tests when you take extra time, but it takes twice (forty times) as long.
Persuasive –5%
You have a way with your body language.
Advantage: You get a +10% bonus on all Bluff tests and Intimidation tests.
Photographic Memory –5%
You never forget anything you have seen or learned.
You get a +1 bonus on all Knowledge skills. You can recall minute details from past situations on a successful Spot test (DC 10) which serves merely to determine if you actually noticed it at the time. Anything you specifically learned is remembered without effort.
Sprinting –5%
You are fleet of foot.
Advantage: When running, you move five times your normal speed instead of four times the speed (See Run). If you make a running jump (see the Jump skill description), increase the distance or height you clear by one-fourth, but not past the maximum.
Sharp-Eyed –5%
A sharp eye for detail gives you a +10% searching and judgement chances.
Skill Emphasis –5%
Choose a skill, such as Move Silently. You have a special knack with that skill.
You get a +3 bonus on all skill tests with that skill, unless it costs double skill points, in which case you get only to a +1 bonus.
Special: You can gain this feature multiple times. Its effects do not stack. Each time you take it, it applies to a new skill.
Skilled Consistency –5%
Requirements: Concentration 30%
Choose a skill, such as Listen. You have a special mastery of that skill.
When making a skill test with a chosen skill, you may reduce randomness even if stress and distractions would normally prevent you from doing so. You become so certain in your skill that you can use your skill reliably even under adverse conditions.
Special: Skill reliability can be developed one skill at a time. Each time you take it, it applies to a new skill.
Sliding Fall
Requirements: Evasion.
You can use a wall within arm’s reach to slow your descent when falling. If you fall down a steep wall, you take damage as if the fall were 6 meters shorter than it actually is. Your ability to slow your fall (that is, reduce the effective height of the fall when next to a wall) improves by 4 meters per two levels(2nd, 4th, etc.,) until, at 18th level, you can use a nearby wall to slow your descent and fall any distance without harm.
Speed Reading –5%
You can read much faster than normal.
Advantage: You can read 1000 words as a complex action in one round on a successful Intelligence test (DC 10).
Stealthy –5%
You are particularly good at avoiding notice.
Advantage: You get a +10% bonus on all Hide tests and Move Silently tests.
Spirituality (+5 skill points)
You have a strong sense of the spiritual and metaphysical.
Advantage: You get a +20% bonus on Willpower tests of a spiritual nature.
Teaching –5%
You can teach others the skills that you know.
Advantage: You can teach one of your skills to another character who is untrained or has less ranks in that skill. The student makes a skill test with the skill (or an ability test if they have no ranks, even if it is normally trained only). ??? The DC of their test is equal to double your rank with the skill plus 10. On a successful test, they can gain one rank in the skill, up to a maximum of your own rank. Teaching takes at least a day.
Normal: Without the Teach feature, you suffer a -10 penalty on Teach skill tests.
TrustworthyNESS –5%
You have a friendly demeanor.
You get +10% chances on all Diplomacy tests and Investigate tests. You can make a Charisma test to cancel the ill effects of Infamy.
Vigilant –5%
You are very watchful and alert at all times.
Advantage: You get +10% chances on Spot and Sense Motive tests.
Wallwalking –5%
Requirements: Strength 70%, Dexterity 70%, Jumping 70%, Running 70%, Tumbling 70%, fantasy
You can run across walls and jump off.
Take a Jump chance to leap onto a wall. You can jump off immediately to jump to twice your normal height or perform a flying kick with +20% damage. Or you can run sideways and at the start of each subsequent second make a running chance (DC 20) to stay on the surface. When you fail a Run test, you must step down to the ground. You may attempt to flip off with a Tumble test (DC 25), but a failed test indicates that you fall prone and suffer 1d6 points of stun damage.
Examples: Trinity and Neo in Matrix.
Survival Specialization –5%
Choose a terrain or region of wilderness. In your chosen wilderness, you are an expert on local plants, animals, herbs and weather.
While in your chosen wilderness you get +15% Survival and Medical Treatment chances.
Zero-G Adaptation –5%
You can function normally in low or zero gravity.
Requirements: Dex 13+, Tumble skill rank 4+.
Advantage: You suffer no penalty to actions in low or zero gravity.
Normal: Without this feature, most actions taken in zero gravity suffer a –4 penalty, and actions in low gravity environments suffer a –2 penalty.
Good Luck –5%
Good things happen to you.
Advantage: Once per day, you can retry a failed risk chance.
Hereditary Feature (1 skill point)
Choose one of your features. It will be inherited by your offspring.
Advantage: Your child will gain your chosen feature automatically. The skill point cost of the feature must still be paid.
Backgrounds - lifepaths can be randomized but are better chosen
Refugee: You were forced to flee your home and lived much of your life in a temporary shelter such as a refugee camp.
Prison: You spent time behind bars. You have a high chance of carrying an STD and having an Emotional Trauma.

Combat Advantages


Tactical Command 25% skill
Requirements: Knowledge (tactics) +5, Int 13+, Wis 13+, Cha 13+.
You can use your tactical knowledge to direct your allies during a battle, thereby increasing their chances for success.
By taking action, you can grant one ally (not including yourself) within range (see below) +20% +Charisma factor on striking, shooting or dodging.
With a full second action, you can grant the bonus to all of your allies (including yourself) within range (see below). In this case, the bonus lasts a number of rounds equal to your Charisma modifier.
All allies to be affected must be within sight and voice range of you, and must be able to understand your commands.
Armor Training –5%
Requirements: strength 60%.
Wearing armor takes some getting used to before you become more comfortable and less encumbered. You get a +20% bonus on Wear Armor tests.
Blindfighting –5%
Requirements: Hearing or smell +10%
You know how to “see” your surroundings by hearing, smell and touch without using your eyes.
When striking at hidden targets, you can reduce concealment penalties by half, rounding down (See Chapter: Action Table: Concealment).
An invisible striker gets no bonus to hit you. That is, you don’t lose your dexterity bonus to dodging, and the attacker doesn’t get the usual +10% bonus (Table: Attack Roll Modifiers). The invisible attacker’s bonuses do still apply to shooting, however.
You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half (See Chapter: Action Table: Hampered Movement).
Combat Rage –5%
You can become enraged in combat.
Advantage: You are overcome by rage in combat. Fury lasts for 3+Con bonus rounds, and gives +10% bonus to Strength, +10% bonus to Constitution, +5% bonus to Willpower tests and –10% penalty to dodging while it lasts. When the rage is over, you are fatigued for five minutes.
Sprinting 25% skill
You can move with sudden rapidity.
In action, you may increase your Speed by meters equal to your Dexterity bonus.

Special Dodging Skills

Whirling Defense -25%
You can spin to face multiple opponents without being flanked.
You can use Whirling Defense against multiple Melee Attackers to prevent them from flanking you, but you suffer a –2 penalty to your own Melee Attack.
Focused Dodging –5%
Requirements: Dex 13+.
You are adept at dodging blows against one opponent at a time.
During your action, you designate an opponent and receive a +10% dodging chanc against shooting and striking from that opponent. You can select a new opponent on any action. Note: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a Dexterity ability bonus) stack with each other, unlike most other types of bonuses.
Escape Move –5%
Requirements: Tumble +5.
You can get an extra +20% bonus to full Defense.

Dodging Specializations
Expert Defending –5%
You are trained at using your weapons for defense as well as offense.
Requirements: Int 13+.
Advantage: When striking, you can take a penalty of –30% on your strike and add +30% to your Defense.
Normal: Someone not capable of the Expertise feature can fight defensively while using the Skill action to take a –4 penalty on attacks and gain a +10% dodge bonus to Defense.
Projectile Deflection –5%
You can deflect slow-moving thrown weapons and projectiles such as grenades, knives and arrows. Requirements: dexterity 75%, wisdom 60%. Advantage: You can attempt to deflect a number of missiles per round equal to your Dexterity bonus. Make a Melee Attack test opposing the Ranged Attack test of your attacker. If you succeed, you deflect the missile without harm. If you fail, you must make a Defense test to avoid being hit normally.
Catching
Requirements: Dexterity 80%
 

Driving Attack –5% ???
You are skilled at fast attack driving a vehicle.
Requirements: Drive skill, Vehicle Combat.
Advantage: When you are moving airborne or in a vehicle and use the charge action, you may move and attack as with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You do not provoke an attack of opportunity from the opponent that you attack.
Enemy Focus –5%
Requirements: Wisdom 55%, Intelligence 65%.
You have studied your chosen enemy extensively and trained in the proper techniques for combating them.
You gain your Intelligence bonus to striking, shooting, bluffing, hearing, judgement, seeing and tracking chances when using these skills against this enemy. Likewise, you get the same bonus to weapon damage rolls against creatures of this type. You get the damage bonus with ranged weapons, but only against targets within 10 meters (you cannot strike with deadly accuracy beyond that range). The bonus doesn’t apply to damage against creatures that are immune to critical hits.
Alternatively, you can select a group as your enemy (such as an organization or animal species). The bonus is reduced to +1.
Multiple: You may take this feature multiple times, either stacking against the same type of enemy or against a new enemy.
Ledgehanging
Herding –5%
You can make someone move back using skill and trickery without applying direct force.
Advantage: You can make a Push test and force your target to make their opposd test using your respective Wisdom bonuses instead of Strength.
Fortitude Skills
Will to Live (-2 skill points)
You hang onto life when others would expire.
You don’t die until you reach –25% Wound Points.
or one ranged attack against each opponent within 10 meters.
High Pain tolerance –5%
You can take effective action despite serious injury, but you aggrevate your wounds in the process.
Requirements: Fortitude +5.
You can choose to ignore a wound penalty to a skilltest, but you suffer 1 additional point of wound damage in the process.
Heroic Surge –5%
You can perform additional actions in a round.
Advantage: You may take an extra move or skill action, either before or after your regular actions. You may use Heroic Surge once per day for every four character levels you have attained, but never more than once per round.
Hunter –5%
You can study enemies extensively to learn their weaknesses.
You can choose one target at a time to study. On a successful investigation with 100% risk minus the target’s reputation, you gain an Enemy Focus against them.
Hurling Kick –5%
You can kick objects to send them flying at opponents, distracting and potentially stunning them.
Requirements: Dex 13.
Hurling an object is a move action and requires a successful Melee Attack (DC 10) if the object is not already grasped and a Ranged Attack against the target’s Defense. If you hit, the target must make a Reflex test (DC equal to your Ranged Attack test) or be stunned (unable to act that round).
You can hurl another character
Examples: Trinity kicking a chair across the room at somebody.
Toughness -5
You are tougher than normal. You gain +20% health against damage. You may gain this feature multiple times.
Lightning Reflexes –5%
You have faster than normal reflexes.
Advantage: You get a +10% dodging chance.
Striking Specializations
Surprise Attacking –5%
Requirements: Dexterity 55%, Intelligence 55%, striking 25%
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage.
Basically, any time your target would be denied his or her Dexterity bonus to Defense (whether he or she actually has a Dexterity bonus or not), or when you flank the target, your attack deals critical damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should you score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 10 meters. You can’t strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals stun damage instead of normal damage. You cannot use a weapon that deals normal damage to deal stun damage in a sneak attack, not even with the usual –4 penalty, because you must make optimal use of your weapon in order to execute a sneak attack.
You can only sneak attack a living creature with a discernible anatomy—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Normal: Without the Sneak Attack feature, you can still gain a +20% bonus to hit for flanking.
Spring Striking (-25% skill points)
You are trained in fast melee attacks and fancy footwork.
Prerequsite: Dex 75%, Dodging, Mobility, striking +20% or higher.
Advantage: When attacking with a melee weapon, you can move both before and after the attack, provided that you move your walking speed. not greater than your speed. You can’t do this if you are carrying a heavy load.
Two-Weapon Striking 25
You can strike with two weapons, one weapon in each hand. You can make one extra attack each round with the second weapon.
Your penalties for fighting with two weapons are reduced by 10%.
Normal: See Attacking with Two Weapons.
Special: Ambidexterity reduces the attack penalties for the second weapon by 20%.
Rapid Two-Weapon Striking –5%
You are expert in fighting with weapons in both hands. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a –25% penalty (See Two Weapon Fighting Penalties).
Requirements: Two-Weapon Fighting, Ambidexterity, striking +50%
Normal: Without this feature, you can only get a single extra attack with an off-hand weapon.
Power Striking –5%
You may make exceptionally powerful melee attacks.
Requirements: Strength 60%.
Advantage: Before taking chances, you may choose to subtract –20% from striking chances and add +20% to damage chances.
Cleaving 25% skill
You can slash an enemy with such power that you quickly strike another.
Requirements: strength 60%, striking 40%, powerful striking
Advantage: If you strike with a slashing weapon and deal an opponent enough damage to drop them you get an immediate, extra strike against another opponent within reach (usually 2 meters). You cannot move before making cleaving strikes. You can use this multiple times per round until you fail to drop an opponent or have no more opponents within reach.
Wide Cleaving 25% skill
You can cleave through opponents while moving. As Great Cleave, except that you can make a 2-meter step before determining who is within reach for targeting of a Cleave. Supreme cleave lets you step between cleave attacks, but you still can step only once per round.
Requires: striking 70%, cleaving, great cleaving, power striking
Martial Artist –5%
You are skilled at fighting while unarmed and can deal more damage with unarmed strikes. You are also capable of inflicting critical hits with unarmed attacks.
Requirements: Dex 11+, Str 11+.
Advantage: Your unarmed attack deals +30% damage and can score critical wounds.
Normal: Without this feature, Someone deals only strength +10% damage and can’t inflict a critical hit with an unarmed attack.
Instant Standing -25% skill points
You can leap to your feet quickly. Requires dexterity 60% and tumbling 10%. On a successful tumbling chance (risk 50%), you may change from prone to standing instantly, regaining your feet as a free action.
Normal: Without this feature, standing up from a prone position is a move action.
Offensive Martial Arts -25% skill points
You get a +10% chance of striking and damaging.
Defensive Martial Arts -25% skill points
You geta +20% chance of dodging.
Two-Fisted Striking -25% skill points
Requirements: Str 60%, Martial Artist.
You are trained in an unarmed fighting style that emphasizes a two-handed strike.
You add one and a half times your Strength factor to your damage when you hit with an unarmed strike. This extra damage does not apply if you use another feat or if you are holding anything in either hand. You must use both hands to make the unarmed attack.
Nerve Pinching –5%
You can press Dim Mak points to incapacitate your opponent. Sleeper holds
http://www.dimmak.net/

 


Painful Pinning (-1 skill points)
A number of deadly moves prevent a grappler from escaping. If a grappled opponent tries to escape, they suffer damage.

Sleeper Holding 10% skill

http://www.lwcbooks.com/articles/chokearticle.html
“Once he is unconscious and lowered to the ground, release the pressure but maintain the position of your arm. If he was faking or happens to revive quickly, your arm will be in position to quickly apply pressure again.
The period of unconsciousness that follows a sleeper hold depends on a variety of factors that are specific to each opponent. It can last from a few seconds to several minutes. You will need to decide for yourself when you want to release the hold and disengage.
Once you have mastered the sleeper hold and its variations, you will have weapons that allow you to decide how much damage you inflict on your attacker. You can render a drug user who is “feeling no pain” unconscious, or you can control a person without harming him - or yourself. The choice will be yours.
Kicking –5%
You can throw long and powerful kicks.
Advantage: You can make an unarmed Melee Attack with double your reach (within 4 meters) and +10% damage. This leaves you more vulnerable, giving you a –10% dodging until your next reaction.
Jump Kicking –5%
You can leap into a savage flying kick attack.
Requirements: Kick Attack.
Advantage: You can make a Jump test to reach a target more than 4 meters distant followed by a Melee Attack with a +20% bonus to damage. If your Melee Attack fails, you must make a Tumble test (DC equal to the DC of the Jump test) to avoid falling prone. You can make a running jump on a charge.
Deadly Striking 25% skill
You can execute a deadly strike in a full second. (You can take a 2-meter step, but cannot make any other action or movement). You get a +20% competence bonus on your strike. The threat range for a critical hit is doubled, and the attack also deals maximum possible damage (regardless of whether it is a normal or a critical hit).
Requirements: Striking 80%
Critical Striking 25% skill
You know how to hit where it hurts most.
Requirements: Proficient with weapon, base attack bonus +8 or higher.
Advantage: When using the weapon you selected, your threat range is doubled. For example, a katana usually threatens a critical on a 19 or 20 (two numbers). If Someone using a katana has Improved Critical (katana), the threat range becomes 17 through 20 (four numbers).
Special: You can gain this feature multiple times. The effects do not stack. Each time you take this feature, it applies to a new weapon.
Whirlwind Striking –5%
Requirements: Int 65%, Expertise, Dex 65%, Dodge, Mobility, Melee Attack +20% or higher, Spring Attack.
You can strike nearby opponents with an amazing, spinning attack.
In a full second you can make one strike against each opponent within 2 meters.
Backbreaking (5 skill points)
You can perform a lethal move on a grappled opponent. You can make a Backbreacker attack on a grappled opponent to inflict a critical hit automatically.
Sweep Kicking (5 skill points)
Requirements: +20% striking
You can kick an opponent’s legs out from under them to trip them
When tripping an opponent, you can make a Trip attack with a +20% bonus.

Door Peeking
Looking through the crack in a door while opening it outwards.


Door Strike (-1 skill points)
You can break open a door frame with a powerful side kick or shoulder bash. You get a +40% damage bonus on all such strikes.
Normal: Without the Door Strike training feature, you must make a…
Rapid Striking –5%
Requirement: Skill rank +50%.
You arae so skilled that you can act twice as fast.
You may make a second strike per second.
Third Action –5%
You are so skilled that you can act three times as fast.
Requirement: Skill rank +11.
Choose a skill with which you already have a Second Action. You may make a third action per round with that skill at a -10 penalty.
Summersaulting (5 skill points)
Requirement: Jump +8, Tumble +8.
You can jump into the air and turn summersaults.
You can make an especially impressive acrobatic maneuver.

Unrealistic Moves 

Summersault Strike (5 skill points)
Requirement: Flip, Jump +10, Tumble +10.
You can knock an opponent to the ground by jump flipping into them.
You can
Cartwheel Shooting –100%
In an amazing feat of cinematic acrobatics, you can shoot one-handed while cartwheeling sideways with the other.
Slide Kicking –20%
Requirement: Sweep Kick.
You can run and jump with your legs towards an opponent to knock his legs out from under him.
When charging an opponent, you can make a Trip attack with a +20% chance and drop prone in front of them. This works well when followed by an instant standing o regain your feet.
Rapid Striking
You may strike with a flurry of blows at the expense of accuracy.
Requirements: Martial Arts, Dexterity 55%
You can make one extra unarmed strike per second with a –10% striking chance on all attacks until your next reaction. You cannot move while rapid striking.
Ground Fighting –5%
When you are prone, striking against you doesn’t gain a +20% chance and you do not suffer a –20% striking chance against others..
Without: Without this feat while prone, strikes against you gain a +20% chance and your own striking has a –20% chance.
Sideway¢s Rolling
When you’re prone on the ground, your mobility is limited, but you can roll sideways behind cover.

Shooting Specializations

There are a number of specialties in which shooters can focus training.
Dual Shooting
You can shoot with two weapons, one in each hand.
Quick Drawing –5%
Quick-drawing allows you to draw weapons with startling speed. You can draw a weapon as an instant action instead of a quick action.


Multishot –5%
Requirements: Close Shooting, Rapid Shooting, Dex 65%, Str 65%
You can use the multifire (burstfire? A –1?) and autofire option on firearms with exceptional accuracy.
When using the multifire or autofire option on a firearm, reduce the penalty for each attack to –2 (for multifire) or –4 (for autofire).
Close Shooting –5%
You are skilled at making well-placed shots with ranged weapons at close quarters battle range.
You get a +10% damage chance while shooting at ranges of up to 10 meters from your position.
Obstructed Shooting –5%
Requirements: Point Blank Shot. Ranged Attack +2.
You are skilled at timing and aiming ranged attacks.
You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard –20% penalty (see Shooting or Throwing into a Melee).
Distance Shooting –5%
You can get greater accurate distance out of a ranged weapon.
When you use a projectile weapon, such as a firearm, its accurate range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.
Moving Shooting
You can hit moving targets more accurately.
Penalties to hit moving targets are reduced by half.
Spread Shooting
You are good at spreading autofire between two adjacent targets.
Like Great Cleave for ranged attacks, reduces recoil penalties or something.
Rapid Shooting –5%
You can shoot follow-up shots with exceptional speed and control.
Requirements: Point Blank Shot, Dex 55%, Shooting 10%.
You can get one extra shot per second with a gun. Each attack (the extra one and the normal ones) suffers a –10% chance. You must use the full second to use this feature.
Reflexive Shooting –5%
You can target exposed opponents quickly.
Requirements: Dex 13, Wis 13, Lightning Reflexes
Advantage: You can make shots of opportunity without a ready action at a –20% chance. If someone shoots you, you can make a Reflex save DC 20 to get to shoot them first.
Normally: You must make a ready action to make shots of opportunity.
Moving Shooting –5%
You are highly trained in skirmishing ranged weapon tactics.
Requirements: Point Blank Shot, Dex 13+, Dodge, Mobility.
You can move both before and after shooting, provided that your total distance moved is not greater than your speed.
Instant Kill Shooting (5 skill points)
You can kill a target so quickly that it cannot react or retaliate. Instant killing is used by law enforcement and snipers who risk neutralizing hostiles threatening innocents and hostages with weapons and explosives.
Requirement: 50% shooting.
When making an instant kill shot, you suffer a –20% shooting chance. If you kill your target, the target cannot make a reaction of any kind.
Jump Shooting 50% skill
Requirements: Jumping 25%, Shooting 25%
You can leap through the air while shooting.
You can simultaneously jump and shoot with a reduced penalty. Jumping in this way dodges shots by making you fast-moving target and looks really cool.
“It looks pretty much like a ballet dancer diving through the air. It’s a move that looks so elegant. It was from the movie A Better Tomorrow, my first gangster film. This guy had to walk into a restaurant and deal with 15 guys. So I suggested we use two guns. I just needed more bullets. And I liked the sound. The continual fire is like a drumbeat, a very strong musical feel. So that’s were it started... Oh it was actually four guns. He hid two in the flower pots.”
—John Woo, british film magazine Empire, #102 Dec 1997

Piloting Specialties

Vehicle Evasion –25%
You are exceptionally skilled at driving vehicles defensively.
Requirements: Vehicle Dodge, Pilot skill rank 50%.
You may add your dodging skill to the dodging chance of any vehicle you are piloting.
Vehicle Familiarity -25
A single vehicle at a time you have operated for at least three months may be designated as familiar. You know how to handle it like it was your own body.
Requirements: Pilot skill rank 50%,
Advantage: You get your wisdom advantage on driving and repairing chances with your designated familiar vehicle, and on shooting chances to fire its weapons.

Weapon FEATS

Weapon Finesse -25
You are especially skilled at striking with a certain weapon, one that can benefit as much from dexterity as from strength. Choose one slashing or piercing melee weapon.
Requirements: Proficient with weapon, striking +10% or higher.
With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Special: You can gain this feature multiple times. Each time you take the feature, it applies to a new weapon.
Weapon Focus 10% skill
You can focus your weapon training on one weapon at the expense of others.
Choose: Choose one type of weapon, such as carbines. You are especially good at using this weapon.
You add +10% to all shooting and striking chances you make using the selected weapon.
You subtract –10% from all shooting and striking skills with weapons you do not focus on.
Multiple: You can gain multiple weapon focuses with each applying to a different weapon.
Weapon Proficiency (-5% skills)
Choose one type of weapon. You are proficient in using that weapon.
Without: You have a –20% striking or shooting chance with a weapon you are not proficient with.
Multiple: You can gain weapon group proficiency with additional groups.
Weapon Group Proficiency (-25% skills)
Choose a group of weapons from the following list of types: Pistols, Submachineguns, Assault Rifles, Sniper Rifles, Heavy Weapons, Primitive Weapons, Simple Weapons, Vehicle Weapons. You understand how to use most weapons of that group with proficiency in combat.
Advantage: You can attack with the weapons normally.
Multiple: You can gain weapon group proficiency with additional groups.
Weapon Specialization –5%
Choose one type of weapon in which you have focused, such as a heavy pistol. You are a master of using this type of weapon.
Requirements: Weapon Focus in selected weapon, shooting +20%
You add a +10% damage chance with the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 10 meters, because only at that range can you strike precisely enough to hit more effectively.

Disadvantages

Disadvantages restrict your freedom or limit your abilities. Choosing a disadvantage is worth bonus skill points. The more severe the disadvantage, the greater the number of skill points it is worth.
Danger Paralysis (+5 skill points)
You tend to “freeze up” in action situations.
Disadvantage: You get a –6 penalty to Reaction tests in action.
Addiction (+5 skill points)
You are psychologically or physically dependent on a substance that fills you with unbearable temptation.
Disadvantage: You must make a Willpower test (DC 10) every hour to resist satisfying your addiction.
Medical Disadvantages
Albinoism (+5 skill points Creation Only)
You lack skin and hair pigmentation and your irises are pink because of a hereditary condition.
Disadvantage: You get a –4 penalty to any attempts to Disguise.
Allergic Irritation (+5 skill points)
You are allergic to an uncommon substance or condition of your choice (GM discretion.)
Disadvantage: You are discomforted and distracted when you contact this allergen. You suffer a –1 penalty to all tests made while suffering allergic symptoms.
Allergic Reaction (+10 skill points)
You suffer serious harm from a substance or condition of your choice.
Disadvantage: Contact with the allergen produces intense pain and inflicts 1 point of wound damage per minute. Attacks made against you with weapons made of the allergen get a +10% bonus to damage you.
Allergy Common (+5 skill points)
You are allergic to a very common substance or condition of your choice such as sunlight, plastic, or water. (GM discretion.)
Requirements: Allergic Irritation or Allergic Reaction.
Disadvantage: Your allergic irritation or reaction is triggered by something almost unavoidable, forcing you to alter your lifestyle to compensate. For example, if you are allergic to sunlight you must sleep in a protected place by day, and if you are allergic to a common material such as plastic, you must wear protective clothing or limit your use of manufactured products.
Amnesia (+5 skill points)
You have lost some or all of your memory due to neurological damage or brainwashing. You cannot recall who you are or anything about your past, but you retain the use of your skills and abilities.
You may not remember your abilities, skills and features until you use them. You may choose to roleplay your character’s ignorance of his capabilities accordingly. Or you can choose to let the Gamemaster create your character for you secretly, choosing all your skills, abilities, and so on and revealing them to you as you use them.
Blindness +10 skill points
Your eyes are permanently sightless from birth or because of damage from an accident or disease.
Disadvantage: You are blind and all targets of your attacks are considered 100% concealed (-10 penalty to Attack).
Chemical Sensitivity +5 skill points
You are acutely sensitive to common industrial chemicals and become violently ill from contact.
Disadvantage: You suffer a –4 penalty on Fortitude saves against chemicals.
Disabled (+5 skill points)
You suffer from a physical disability that limits your ability to use your arms.
Disadvantage: You suffer a –4 penalty on all Strength-based skill tests.
Nearsighted (+5 skill points)
You have trouble discerning objects at a distance.
Disadvantage: You suffer an additional –5 range penalty for Spot and Ranged Attack tests beyond 10 meters.
Paralyzed (+5 skill points)
You suffer from a physical disability such as quadriplegia that prevents you from moving from the neck down.
Requirements: Disabled, Immobilized.
Disadvantage: You cannot perform physical tasks of any kind, giving you an effective Strength of 0. You require a permanent hospitalized lifestyle and medical attention.
Night Blind (+10% skill points)
Your cannot see in the dark.
Disadvantage: You are effectively blind in moderate darkness.
Old Injury (+5 skill points)
You are plagued by an injury that never fully heals.
Disadvantage: When attempting to Run, Climb, Jump, Melee Attack, or some other strenuous activity, you must make a Fortitude Save (DC 10) or suffer 1 point of wound damage.
Near-sighted –5%
You suffer a –4 penalty on Spot tests beyond 10 meters.
Equipment: You can wear prescription glasses to reduce penalties by 2.
Temperature Intolerance (+5 skill points)
You have a weak thermal regulation ability, making you uncomfortable from overheating or freezing in temperatures others would barely notice as being warm and cool.
Disadvantage: You suffer a –1 penalty on all skill tests when subject to anything more than 10 degrees above or below room temperature, and get a –4 penalty on Fortitude tests against heat or cold effects.
Color Blindness (+1 skill points)
You see the world in black, white, and shades of gray. You get a –20% penalty on all seeing chances in which distinguishing between colors is useful, like to identify someone in a crowd. You get a –40% penalty on all tests in which colors are essential, such as a Demolitions chance to disarm a bomb by clipping a certain colored wire.
Special: You cannot choose both Blind and Color Blind.
Deafness (+5 skill points)
You suffer from a complete loss of hearing.
Disadvantage: You automatically fail all Listen tests.
Fragile (+5 skill points)
You are weak and vulnerable.
Disadvantage: You suffer double Wound penalties.
Psychological Disadvantages
Sometimes your mindset can be a big problem for you.
Bad Luck 25% disadvantage
Things just don’t seem to go your way and you know it.
Disadvantage: If you roll a 1 on a skill test, circumstances turn dangerously against you somehow (Gamemaster’s discretion). For example, an attempt to use Diplomacy with a police officer might result in becoming an unwitting suspect in a crime.
Berserking (+5 skill points)
You become irrationally angry, vicious and bloodthirsty in combat situations.
Disadvantage: It takes you at least 3 seconds to break away from a fight. You have a willpower chance (100% risk) to break away early.
Clumsy (+5 skill points)
You have a remarkable talent for screwing things up.
Disadvantage: You suffer a –2 penalty on Reflex tests and if you roll a natural 1 or a 2 on any skill test, you suffer some kind of mishap such as tripping, breaking something, etc. (Gamemaster discretion.) For example, an attempt to fix a computer might result in erasing a hard disk.
Absolute Code of Honor (+5 skill points)
You follow a strict set of rules unwaveringly.
Disadvantage: Choose a code of honor that includes major restrictions to your behavior such as mandatory honesty, inability to decline a challenge, etc. Any deviation from your code requires a failed Willpower test (DC 10) and results in a –1 morale penalty on all tests for 1d6 days or until you are absolved somehow (Gamemaster’s discretion).
Compulsive +5%
Choose an inconvenient compulsory behavior over which you have little or no control such as obsessively organizing things or refusing to wear the same clothes twice.
Disadvantage: You must make a Willpower Save test (DC 15) to resist behaving in a chosen way. Most compulsions waste time or money.
Compulsive Risktaking +5%
Choose a dangerous compulsory behavior over which you have little or no control such as climbing, stealing, lying, telling the truth, setting fires, or performing risky stunts.
Disadvantage: You must make a Willpower Save test (DC 20) to resist behaving in a certain way. Most dangerous compulsions risk serious consequences.
Technophobia (5% disadvantage)
You have a pathological fear of computers and information technology.
Disadvantage: You must make a Willpower test (DC 20) to use a networked device.
Delusions of Grandeur (+5 skill points)
You have a gross and false overestimation of personal worth, importance, powerfulness, or attractiveness. Your pomposity grates on others and arouses suspicions.
Disadvantage: You seem to believe that you have a +5 bonus on Reputation tests, but anyone can make a Sense Motive test to oppose your Reputation test. On a success, they react negatively to you, causing a –5 penalty on further social tests with them. If they fail, they may believe your affected airs.
Distinctive Style (+10% skill points)
Choose a way in which you cultivate a distinctive appearance to display your unique style, such as always wearing a certain style of outfit or an unusual hairstyle.
Disadvantage: You stand out in a crowd, making you very memorable and conspicuous. Others get a +10 bonus on Intelligence tests made to remember you and a +20% bonus on Investigate tests made to find you by asking about you.
Flashbacks (+5)
You experience vivid hallucinations of memories.
Disadvantage: When you encounter a flashback trigger (GM discretion) that reminds you of important memories, you must make a Willpower Save test (DC 15) or experience a flashback. If you fail the test by 10 or more, you are helpless for 1d4 minutes.
Forgetful (+5 skill points)
You tend to forget things at the worst times.
Disadvantage: Your Gamemaster may occassionally ask you to make a Wisdom test to notice you’ve accidentally left something undone.

Illiterate (+5 skill points)
You cannot read.
Disadvantage: You never learned basic literacy skills, making it nearly impossible to use many technical devices (-10 test penalty).
Immobilized (+5 skill points)
You suffer from a physical disability such as paraplegia that prevents you from moving from the waist down.
Requirements: Disabled.
Disadvantage: You cannot stand or walk. You can move sitting in a wheelchair. You suffer a –4 penalty to Strength-based skill tests.
Insomnia (+5 skill points)
Restlessness, nightmares and anxiety prevents you from sleeping.
Disadvantage: You must succeed at a Willpower Save test (DC 10 + the number of nights you have gone without sleep) in order to fall asleep. Failure results inbecoming fatigued.
Jargonization (+5 skill points)
When discussing matters relating to Knowledge skills, you lapse into specialized lingo, confusing those unfamiliar with the acronyms and terminology you refer to.
Requirements: Knowledge (any) 4+.
Disadvantage: When you attempt to share information gained from Knowledge skills with other characters who lack the same skill, they must make the same Knowledge skill tests (DC 10) to understand what you are saying.
Mysterious Disadvantage (+10 skill points)
You have a mysterious disavantage chosen in secret by your Gamemaster.
Disadvantage: Your Gamemaster is encouraged to be devious and inventive in assigning you a disadvantage feature, and may create something entirely new. If the disadvantage imposes penalties, the GM may modify results in secret without explanation accordingly until you learn of your disadvantage. At some point, the Gamemaster may choose to reveal it to you somehow.

Overconfidence (+5 skill points)
You aren’t as skilled as you think you are.
Disadvantage: Your Gamemaster secretly gives you a –3 penalty on one of your skill’s tests, taking into account your reduced capability when you make tests without telling you. Even if you think you have determined which skill is being penalized, your character doesn’t know this and believes it’s only bad luck.
Oblivious (+5 skill points)
You are unaware of what is really going on around you.
Disadvantage: You must make a Willpower Save (DC 10) to take interest in what