Physical Advantages

Aquatic: 2cp
The character is more at home in the water than on land. They can breathe water and receive a +4 bonus to Athletics while in the water.

Attractive: 1cp
The character is extremely attractive, which may improve people’s dispositions towards him. However, this can occasionally be a hindrance.

Darksight: 1cp
The character lives in dark environments and can see as well in them as in daylight, including colors and small details. Even pitch darkness offers them no obstacle.

Extra Arms: 4cp
The character has an additional sets of arms. These arms have a Strength of 1, which may be increased with cp seperately from his first set of arms. The character can buy Extra Arms as many times as he likes.

A character with this Advantage may attack seperately with each set of arms each round. Characters with Extra Arms must buy Firearms Training seperately for each set of arms.

Fast: 1 to 10cp
The character is superhumanly fast. His Speed is increased by 4 per rank.

Fast Flight: 1 to 5cp
The character's wings or means of flight are incredibly powerful and swift. His Speed is increased by 8 per rank when flying. He may only make use of this increased speed in open spaces.

Fast Swimming: 1 to 5cp
The character's means of swimming is incredibly powerful and fast. His Speed is increased by 8 per rank when swimming.

Glide: 3cp
The character can glide through the air at his running speed. This is essentially identical to the Flight Advantages, save that the character can never gain height and must, therefore launch themselves off something tall in order to travel by air. Characters with this Advantage take no falling damage.

Leaping: 2 cp
The character is capable of leaping to incrediable heights and across incrediable distances. He can high jump up to 10 times his Athletics in feet. He may long jump up to twice this distance.

Natural Armour: 1 to 10cp
The character has thick scales, hardened skin or is made of a hard substance like rock or metal. He enjoys one level of Soak per rank. If a character with Natural Armour is also wearing armour, take the highest of the two soaks; they do not stack.

Natural Weapon: 1cp
The character has claws, horns, acidic skin or some other form of natural weapon. He gets a +2 bonus to damage from his Punches and a +4 bonus to damage from his Kicks. You may wish to rename these attacks to something like Claw and Bite. These attacks lose the "Non-Lethal" quality.

Pain-Resistant: 2cp
The character either has a natural resistance to pain or has acquired one through experience. He halves all wound penalties, rounding up.

Quadrupedal: 1cp
The character has four legs rather than two. He treats his Athletics as two points higher when determining his running speed and for resisting trip attempts.

Resistance: 1cp, 2cp or 5cp
For 1cp, the character takes half damage (rounded up, after soak), from one of the following;

  • Fire Damage
  • Cold Damage
  • Electricity Damage
  • Corrosive Damage
  • Laser Damage
  • Poison and Disease
  • Weapons of a certain material (Lead, Steel, Iron, Gold, Silver, Wood etc.)

For 2cp, the character takes half damage (rounded up, after soak), from one of the following;

  • Explosives (some large explosions inflict a mixture of explosive damage and fire damage)
  • Bullets (not including buckshot, artillary shells or railgun solinoids)
  • Blades
  • Blunt Instruments
  • Piercing Weapons
  • Natural Weapons

For 5cp, the character takes half damage (rounded up, after soak), from one of the following;

  • Solid Projectiles (firearms, thrown weapons, bows and crossbows)

Self-Sustaining: 1cp
The character does not require food, drink or air.

Sleepless: 1cp
The character does not require sleep.

Tentacle: 2cp
The character has a prehensile demi-limb which does not have manipulating digits. It is strength 1 and its strength may be increased separately by spending cp. Common forms of tentacle are long tounges and tails as well as classic tentacle formations.

Size Advantages

Large: 1cp
The character is far larger than a human: 8 to 12 feet tall if humanoid, 8 to 12 feet long if not. His Speed is increased by 2, due to his longer legs and he gains a +2 bonus to all Socialize tests to intimidate or threaten. He also gains a +2 bonus to any roll to resist being tripped or shoved. A downside of being Large, however, is that he will often find it difficult to walk down small corridors or fit through small doors. Typically, Large characters ought to have high Strength and Toughness scores(due to increase muscle mass) and low Dodge scores(due to being a larger target). Most Large characters will also have Nonhuman Appearance.

Huge: 4cp
The character is very large indeed; between 15 and 30 feet tall if humanoid, 15 to 30 feet long if not. His Speed is increased by 4, due to his longer legs and he gains a +4 bonus to all Socialize tests to intimidate or threaten. He also gains a +4 bonus to any roll to resist being tripped or shoved. He can use Heavy Weapons as though they were two-handed Military Weapons and can use two-handed Melee weapons one-handed.

Gigantic: 20cp
The character is utterly massive; vastly beyond the scale of humanity. This has the following effects:

  • When he attacks, any non-Gigantic being must make a difficulty 5 Willpower test not to flee in terror.
  • He gains a +6 bonus to all Socialize tests to intimidate or threaten
  • He is too large to use any kind of weapon.
  • His Speed is increased by 8
  • His unarmed attacks have the Area quality.
  • He takes half damage, after soak, from any attack lacking the Area quality. Area attacks targetting a Gigantic creature affect only him; he fills the entire area.
  • He cannot be tripped, grappled or shoved, save by other Gigantic creatures. He cannot grapple non-Gigantic creatures; they simply slip through his hands.