
Luck, Minor (2 Points)
Good Luck acts in different ways. The 2-Point advantage gives the player 3 Luck Points. These points do one of the following, players choice depending on the circumstances, once per adventure. NOTE: The player must get GM permission before spending these points.
- Once per Session, It allows the character to take back an action even when the dice don’t agree.
- Once per Session, the character have another player redo and re-roll an action.
- Once per Session, the player may make an additional die roll as a Wild Die (before or after the roll)
- Once per Session, the GM should allow for a lucky break in some way.
- Once per Session, the Player may perform an additional action without Multi-Action penalty
The Good Luck should be worked into the game in a storytelling sense. Remember, a little Good Luck doesn’t go a long a way. Only one Advantage of Good Luck may be purchased by a character.
Luck, Major (4 Points)
Good Luck acts in different ways. The 2-Point advantage gives the player 6 Luck Points. These points do one of the following, players choice depending on the circumstances, once per adventure. NOTE: The player must get GM permission before spending these points.
- Once per Session, It allows the character to take back an action even when the dice don’t agree.
- Once per Session, the character have another player redo and re-roll an action.
- Once per Session, the player may make an additional die roll as a Wild Die (before or after the roll)
- Once per Session, the GM should allow for a lucky break in some way.
- Once per Session, the Player may perform an additional action without Multi-Action penalty
The Good Luck should be worked into the game in a storytelling sense. Remember, a little Good Luck doesn’t go a long a way. Only one Advantage of Good Luck may be purchased by a character.
Trademark Specialization, Minor (1 points)
Minor Trademark Specialization costs one point, and allows your character to be the best he or she can be. A Trademark Specialization is a cross between an affectation and an obsession. The character has one skill that he or she practices a certain way constantly and is pretty good at. The way this works is, the player selects a specialized skill – it may not even be one the character currently has – and uses the Advantage cost to purchase a Trademark Specialization in that skill. The character can increase that skill by 1D points – but on the following conditions:
- The character only gets to use these Trademark adds when performing the skill in the manner specified.
When several options for performing the skill are available, the player agrees that the character will almost always choose the Trademark option, even if it is not the most advantageous.
The Trademark Specialization may not have more than 2D in it at the beginning of the game (this does not count any adds in the general skill). When skill purchase is performed normally, the character develops Trademark Specializations as if they were normal specializations – and at the same costs.
Here are some sample Trademark Specializations:
- For Ranged Weapons skill – one particular form of slugthrower.
- For Search (shadowing) following a person through a particular city
- For Medicine (Surgery) – the character performs medicine (surgery) with the same tools every time
- For Athletics: climbing (mountains) – the character selects mountain climbing as specialization and uses only “lucky gear”
A character that attempts a general skill use that does not go along with the specialization or the Trademark Specialization must use any skill Dice he or she has in that skill (if any) without benefit of the Trademark Specialization Dice.
A character that attempts a skill use similar to the Trademark Specialization can add half the specialization adds to the general skill value.
No character may have more than one “Trademark Specialization.” Note that characters with Trademark Specializations tend to have either Fame or Reputation (or both) if they are really good at what they do.
Trademark Specialization, Major (2 points)
Like the 1-point Trademark Specialization but the character can increase that skill by 2D.
Personality Quirks (1-5 Points)
This is a wide-open field of Advantages that should spark some interesting ideas. These are minor psychoses and traits that give the character an unusual “edge.” Each costs from one to five points, depending upon how strong it is:
Personality Quirks (1 Point)
Healthy Paranoia, Minor
The character always feels a little suspicion. As a result, he or she receives a +1 to resist any attempts at Stealth or Persuasion against him or her.
Skepticism, Minor
The character never takes anything at face value. He or she always wants to check things out a little first. This allows the character a +1 when actively or passively resisting any form of con, or charm through Persuasion, or any elaborate tricks.
Unfazable, Minor
Nothing surprises you-at least, nothing that is not obviously a threat. The universe is full of strange things, and as long as they don’t bother you, you don’t bother them. You treat strangers with distant courtesy, no matter how strange they are, as long as they’re well-behaved. You will have the normal reaction penalty toward anyone who does something rude or rowdy, but you will remain civil even if you are forced to violence.
The amount of Background points the player invest in it determines the bonus to Willpower for fright and intimidation checks. +1 to Willpower or any other applicable skill check.
This advantage is incompatible with all phobias. A character with this advantage is not emotionless – he just never displays strong feelings.
Presence, Minor
Everyone notices you when you walk into a room. Some fear you, some envy, but all respect you without knowing you. +1 to Persuasion for bargaining, commanding, conning, and seducing.
Personality Quirks (2 Points)
Healthy Paranoia, Moderate
The character always feels a little suspicion. As a result, he or she receives a +2 to resist any attempts at Stealth or Persuasion against him or her.
Skepticism
The character never takes anything at face value. He or she always wants to check things out a little first. This allows the character a +2 when actively or passively resisting any form of con, or charm through Persuasion, or any elaborate tricks.
Unfazable, Moderate
Nothing surprises you-at least, nothing that is not obviously a threat. The universe is full of strange things, and as long as they don’t bother you, you don’t bother them. You treat strangers with distant courtesy, no matter how strange they are, as long as they’re well-behaved. You will have the normal reaction penalty toward anyone who does something rude or rowdy, but you will remain civil even if you are forced to violence.
The amount of Background points the player invest in it determines the bonus to Willpower for fright and intimidation checks. +2 to Willpower or any other applicable skill check.
This advantage is incompatible with all phobias. A character with this advantage is not emotionless – he just never displays strong feelings.
Presence, Moderate
Everyone notices you when you walk into a room. Some fear you, some envy, but all respect you without knowing you. +2 to Persuasion for bargaining, commanding, conning, and seducing.
Personality Quirks (3 Points)
Healthy Paranoia, Major
The character always feels a little suspicion. As a result, he or she receives a +3 to resist any attempts at Stealth or Persuasion against him or her. In addition, at three points, the character is seldom (gamemaster’s option) completely surprised in combat (+1D to Perception in combat). Likewise, the character has unpredictable habits and routines that make it very difficult for potential enemies (or even friends) to predict his or her actions.
Skepticism
The character never takes anything at face value. He or she always wants to check things out a little first. This allows the character a +3 when actively or passively resisting any form of con, or charm through Persuasion, or any elaborate tricks.
Unfazable, Major
Nothing surprises you-at least, nothing that is not obviously a threat. The universe is full of strange things, and as long as they don’t bother you, you don’t bother them. You treat strangers with distant courtesy, no matter how strange they are, as long as they’re well-behaved. You will have the normal reaction penalty toward anyone who does something rude or rowdy, but you will remain civil even if you are forced to violence.
The amount of Background points the player invest in it determines the bonus to Willpower for fright and intimidation checks. +3 to Willpower or any other applicable skill check.
This advantage is incompatible with all phobias. A character with this advantage is not emotionless – he just never displays strong feelings.
Fearlessness
Strong willed when the odds are against you, fear doesn’t often enter your mind. +3 to Willpower against all fear check. Does not stack with Unfazable .
Presence, Major
Everyone notices you when you walk into a room. Some fear you, some envy, but all respect you without knowing you. +3 to Persuasion for bargaining, commanding, conning, and seducing.
Secrets (1-6 points)
The character knows something. Either he has something on someone of importance, or just knows something that will benefit him during play.
Examples include: inside information on stock or mineral prices; the secret location and password for a hidden base; how to forge registration papers perfectly, every time (until they change the format); or the name of a leader’s mistress (and a means to contact the leader’s spouse).
All information has to be treated differently. Some of it is one-shot information (like the location of a secret treasure), while other information can be milked indefinitely, while others can seem one shot but only lead to more secrets. Other information may vary in value – if the leader doesn’t care whether his spouse knows about his affairs, blackmail won’t work, but the character may be able to become friends with the mistress himself thereby acquiring more information.
Because of the incredibly variable nature of the information, there is no table for assigning Advantage points just some explanation. Secret information that is of limited usefulness or has a one-shot application should be worth about one or two points. It is not information that will affect the character’s career that much. Information that has a long-standing effect on the character and those around the character is worth three points, and one that could make the character very, very powerful is a four point. advantage.
Keep in mind, when choosing the Secret Advantage, you may be opening up your character for some obvious Disadvantages and Compensations. For example, if your character has a 3-point Secret that he or she can use to blackmail a local Imperial officer, then the character may also attract something like the Enemy Compensation. Also remember, even if you rationalize something like this away (because you don’t want the Compensation), you may get it anyway as the game goes on.
Secrets can serve the character in many ways, good and bad. The point value should be determined by the GM.
Supranormal Knowledge (3-6 points)
The character with Supranormal Knowledge knows how to do something nobody else – at least nobody else in the campaign – knows how to do. Or perhaps the character knows how to do something everyone else knows how to do – only better.
Purchasing this Advantage gives the character +1D (+1 per point after the first 3 points spent) in any skill that is applicable to the Supranormal Knowledge. These skills should be noted somehow as being related to the character’s supranormal knowledge.
There is an additional effect when the character performs the skill. Usually, it will benefit the character. At the very least, it will be impressive. This effect could be used to intimidate or in some way, emotionally effect a Gamemaster character. Note that this option can also be used to introduce “alien” skills into the game.