Advantages
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An 'advantage' is a useful trait that gives you a mental, physical, or social 'edge' over someone else who otherwise has the same abilities as you. Each advantage has a cost in character points. This is fixed for some advantages; others can be bought in 'levels', at a cost per level (e.g., Acute Vision costs 2 points/level, so if you want Acute Vision 6, you must pay 12 points). Advantages with 'Variable' cost are more complicated; read the advantage description for details.

You can start out with as many advantages as you can afford - although some advantages are forbidden to certain kinds of characters. You can also add advantages in play, if the GM permits. For instance, beneficial social traits such as Status, Wealth, etc. are advantages, and you could realistically acquire any of these in the source of the game. Magic and high technology can often grant advantages as well.

Types of Advantages

Advantages fall into several broad categories, each of which affects who can possess those advantages and how they work in play.

Mental (M), Physical (P), and Social (So)
Mental
advantages originate from your mind, or perhaps even your soul. They stay with you even if your mind ends up in a new body due to possession, a brain transplant, etc. Magical, psionic, and spiritual traits usually fall into this category. Most mental advantages work automatically, but a few require a roll against IQ, Perception, or Will to use. Mental advantages are marked (M).

Physical advantages are part of your body. You lose these traits if your mind moves to a new body - and if another mind takes over your body, the body's new owner gains your physical advantages. Advantages provided by bionics and similar implants usually fall into this category. Make a HT roll to activate any physical advantage that does not work automatically. Physical advantages are marked (P).

Social advantages are associated with your identity. Whether identity is a facet of mind or of body depends on the game world. In a fantasy setting, a demon might possess a duke and 'become' a respected noble instead of a feared demon, while in a far-future society, people might routinely 'upload' into new bodies with no effect on social standing. As with all things, the GM's word is final. Note that this category includes Rank, Status, Wealth, and related traits. Social advantages are marked (So).

Many exotic and supernatural advantages (see below) could belong to these categories, and some advantages could have multiple different origins (for example, (P/M)) where especially appropriate. The GM has the final say. The (P), (M), and (So) markers are meant to assist GM judgment, not replace it.

Exotic (Ex), Supernatural (Su), and Mundane
Exotic advantages are traits that ordinary humans cannot have without ultra-tech body modification or similar tampering; for instance, extra arms or death-ray vision. Nonhumans will often have exotic advantages on a racial basis, but this does not entitle them to add such traits freely. You need the GM's permission to add exotic traits that do not appear on your racial template. Exotic advantages are marked (Ex).

Supernatural advantages are impossible in nature and cannot be justified by science - or even 'super-science'. They rely on divine intervention, magic, psionics, etc. The classic example is magical talented (see Magery). Supernatural traits differ from exotic ones in that anyone might be supernaturally gifted - even a 'normal' human, if the GM permits. Having a trait like this does not automatically mark you as an alien or a mutant. Supernatural advantages are marked (Su).

Mundane advantages are inborn or learned edges and knacks that anyone might have. There are normally no restrictions on who may possess a mundane advantage. Mundane advantages are not specially marked - if you don't see (Ex) or (Su), the advantages is mundane and available to anyone with the GM's permission. This last point is important! Some mundane traits are intended for cinematic campaigns (see The Cinematic Campaign); the GM may forbid them in realistic games. Cinematic traits are always clearly indicated in the text.

Advantage Origins

When you select exotic or supernatural advantages, you must also choose an in-game justification for those abilities: biology, high technology, a divine gift, etc. Explaining your capabilities in terms that have meaning in the game world will give you a better 'feel' for your character and give the GM some additional 'adventure hooks'.

Origins are usually just special effects. For instance, if you can sprout claws, they use the rules under Claws whether they are natural, cybernetic, or a gift from the Tiger God. Sometimes, though, you will encounter things that can only affect or be affected by a specific class of abilities. Furthermore, the GM may rule that talents with certain origins are more or less effective in a particular situation. In those cases, it is important to know how your advantage works.

Most characters have only one origin for all of their abilities, but you may choose a separate origin for each of your advantages if you wish, subject to GM approval. The GM sets the origins available in his campaign. Examples include:

Biological: Inborn features (unique to you or part of your racial makeup) and mutations. Medical science can detect and analyze these traits, and - at higher tech levels - add or remove them through genetic engineering, implants, or surgery.
Chi: Powers that originate from the 'inner strength' of martial artists and yoga masters (also known as ki and prana). Disease and similar afflictions can sometimes weaken such abilities - for instance, by throwing your yin and yang out of balance.
Cosmic: Abilities that emanate from the universe itself or otherwise defy explanation. This is reserved for gods, powerful spirits, supers, etc. If your ability produces effects that only other cosmic powers can counteract, this is an enhancement; see Cosmic.
Divine: Gifts from the gods (if you are a god, use Cosmic). In areas of low 'sanctity' for your god - e.g., the temple of a rival god, or a foreign land where your god is unknown - you might find your abilities reduced or unavailable.
High-Tech: Nonbiological implants in biological characters, as well as all abilities of cyborgs, robots, and vehicles. Sensors can detect and analyze such traits, and certain high-tech countermeasures might be able to neutralize them.
Magic: Talents that draw upon magical energy, or mana. You need not be a wizard yourself; this category includes such lasting sorcerous effects as personal enchantments. If your gifts do not function at all in areas without mana, and function at -5 to die rolls in low mana (like spells), then this is a limitation: Mana Sensitive, -10%.
Psionic: Advantages that originate from the power of the mind. In settings where psi powers exist, there are drugs, gadgets, and specialized anti-psi powers that can detect and defeat them. As a result, they are bought with a special limitation; see Psionics.
Spirit: Abilities enabled by invoking spirits. You only seem to be the focus of the effects; in reality, invisible supernatural beings are doing your bidding. Obviously, if the spirits cannot reach you, your abilities do not work.

Potential Advantages

You will sometimes see an advantage you would like to have but that would not make sense at the start of your career - or that you cannot afford on your starting points! Or you might just want to start your adventuring career with unrealized potential, like countless fictional heroes. In either situation, the GM may choose to let you set aside 50% of the cost of an advantage as a 'down payment' against acquiring the advantage later on.

When you take a potential advantage like this, sit down with the GM and work out the in-game conditions under which you will acquire the desired trait. When these conditions are met, you must use bonus character points to pay the other half of the price as soon as possible; see Improvement Through Adventure. The GM is free to assess partial or uncontrollable benefits befitting the trait until you finish paying for the full, controllable advantage.

Examples of potential advantages include:

Heir: You stand to inherit wealth or a title. The GM decides when you will come into your inheritance. At that time, you acquire Status, Wealth, or other social privileges worth twice the points set aside for this trait. Until then, you enjoy extra money, reaction modifiers, etc. equal to half what you stand to gain. For instance, if you stood to inherit +2 to Status [10] and Comfortable wealth [10], Heir would cost 10 points, and give +1 to Status and a 50% bonus to starting wealth.

Schrodinger's Advantage: You can specify that at some critical juncture in an adventure, just when all seems lost, you will suddenly discover a new ability - worth twice the points you have set aside - that will help you out of trouble. You must immediately pay the remaining points to use your new ability. This is a powerful option. To keep things fair, points set aside this way provide no benefit until you discover your hidden talent.

Secret Advantage: You have an advantage you don't know about! The GM picks an advantage or set of advantages worth twice the points you have set aside... but he will not tell you what it is, or even give you a clue! The GM will reveal the truth at a suitably dramatic moment. Until then, the advantage provides the usual benefits - but it isn't under your control, so you won't be able to rely on it. The advantage functions normally once revealed and paid for.

What's Allowed

The GM determines which exotic and supernatural traits are allowed - and to whom - in his game. In a futuristic 'transhuman' game world, the GM might declare that it is possible to add specific exotic advantages via surgery or genetic modification, but rule that supernatural advantages simply do not exist. In a 1920s horror game, the GM might allow many supernatural abilities, but no exotic ones. And in a supers campaign, the GM could let the players buy anything they have points for, vetting troublesome traits on a case-by-case basis. Players should develop the habit of reading (Ex) and (Su) as 'requires GM permission.'

Turning Advantages Off and On

An advantage that never inconveniences you (e.g., Intuition), that has to be on at all times to be of benefit (e.g., Resistant), or that reflects a permanent trait of your species (e.g., Extra Arms) is always on. You cannot turn it off.

Most other advantages are switchable: you can turn them off and on at will. To do so requires a one-second Ready maneuver, with activation or deactivation occurring as soon as you execute the maneuver. Unlike certain skills and magic spells, this does not require concentration; switching an advantage is second nature, and cannot be 'interrupted.' The default condition (while sleeping, unconscious, etc.) is 'on.'

Attacks - notably Affliction, Binding, and Innate Attack - are only 'on' while you are attacking. An advantage like this requires a one-second Attack maneuver to use; you cannot switch it on continuously without a special enhancement.

Exceptions to these guidelines are noted explicitly.

Frequency of Appearance

Whether you pay points for a useful relationship with an NPC or collect points for a troublesome one, it is unlikely that the NPC will be a constant presence. Each friend or foe has a frequency of appearance, and will figure into a given adventure only if the GM rolls less than or equal to that number on 3d at the start of the adventure. How the NPC interacts with you if the roll succeeds depends on the nature of the relationship.

Frequency of appearance multiplies the point cost for an Associated NPC after determining power level and group size (as applicable), but before you apply any special modifiers:

Constantly (no roll required): x4. The NPC is always present. This level is reserved for NPCs - usually Allies - that are implanted, worn like clothing, or supernaturally attached.

Almost all the time (roll of 15 or less): x3.

Quite often (roll of 12 or less): x2.

Fairly often (roll of 9 or less): x1.

Quite rarely (roll of 6 or less): x1/2 (round up).

Limited Defenses

When you buy Damage Resistance - or any advantage that protects against damage (as opposed to non-damaging effects) - you may specify that it is only effective against certain damage types. This is a limitation that reduces the cost of the advantage. Attacks fall into four rarity classes for this purpose:

Very Common: An extremely broad category of damage that you are likely to encounter in almost any setting. Examples: ranged attacks, melee attacks, physical attacks (from any material substance), energy attacks (e.g., beam weapons, electricity, fire, heat and cold, and sound), or all damage with a specified advantage origin (chi, magic, psionics, etc.) -20%.

Common: A broad category of damage. Examples: a standard damage type (one of burning, corrosion, crushing, cutting, impaling, piercing, or toxic), a commonly encountered class of substances (e.g., metal, stone, water, wood, or flesh), a threat encountered in nature and produced by exotic powers or technology (e.g., acid, cold, electricity, or heat/fire), or refinement of a 'Very Common' category (e.g., magical energy). -40%.

Occasional: A fairly specific category of damage. Examples: a common substance (e.g., steel or lead), any one specific class of damage that is usually produced only by exotic abilities or technology (e.g., particle beams, lasers, disintegrators, or shaped charges), or a refinement of a 'Common' category (e.g., magical electricity, piercing metal). -60%.

Rare: An extremely narrow category of damage. Examples: charged particle beams, dragon's fire, piercing lead, ultraviolet lasers, or an uncommon substance (e.g., silver or blessed weapons). -80%.

Unless specified otherwise, limited DR works only against direct effects. If you are levitated using magic and then dropped, the damage is from the fall; "DR vs. magic" would not protect. If a magic sword struck you, "DR vs. magic" would only protect against the magical component of its damage. Similarly, "DR vs. trolls" would not help against a boulder hurled by a troll - the damage is from a boulder, not a troll. Be sure to work out such details with the GM before setting the value of the limitation. If the GM feels that a quality would never directly influence damage, he need not allow it as a limitation!

Advantage List

360° Vision (P/Ex) -- 25 points
You have a 360° field of vision. You have no penalty to defend against attacks from the sides or rear. You can attack foes to your sides or rear without making a Wild Swing, but you are at -2 to hit due to the clumsy angle of attack (note that some Karate techniques do not suffer this penalty). Finally, you are at +5 to detect Shadowing attempts, and are never surprised by a danger that comes from behind, unless it also is concealed from sight.

Extra eyes are merely a special effect of this trait - you can have any number of eyes, but the point cost remains the same.

Special Limitations
Easy to Hit: Your eyes are on stalks, unusually large, or otherwise more vulnerable to attack. Others can target your eyes from within their arc of vision at only -6 to hit. -20%.

3D Spatial Sense -- see Absolute Direction, below

Absolute Direction (M/P) -- 5 or 10 points
You have an excellent sense of direction. This ability comes in two levels:

Absolute Direction: You always know which way is north, and you can always retrace a path you have followed within the past month, no matter how faint or confusing. This ability does not work in environments such as interstellar space or the limbo of the astral plane, but it does work underground, underwater, and on other planets. This gives +3 to Body Sense and Navigation (Air, Land, or Sea). (Note: The navigational sense that guides migratory creatures to their destination is too crude to qualify; treat it as a 0-point feature.) 5 points.
3D Spatial Sense:
As above, but works in three dimensions. This ability is useful in deep space - although it does not help you if you travel across dimensions. You get the skill bonuses given for Absolute Direction, plus +1 to Piloting and +2 to Aerobatics, Free Fall, and Navigation (Hyperspace or Space). 10 points.

Special Limitations
Requires Signal: You rely on signals from a navigational satellite network (like Earth's GPS) or similar system. Your ability does not function in the absence of such a system, and it can be jammed. -20%.

Absolute Timing (M) -- 2 or 5 points
You have an accurate mental clock. This ability comes in two levels, both of which are somewhat cinematic:

Absolute Timing: You always know what time it is, with a precision equal to the best personal timepieces widely available in your culture (but never better than a few seconds). You can measure elapsed time with equal accuracy. Neither changes of time zone nor sleep interferes with this ability, and you can wake up at a predetermined time if you choose. Being knocked unconscious, hypnotized, etc, may prevent this advantage from working, and time travel will confuse you until you find out what the 'new' time is. 2 points.
Chronolocation:
As above, but time travel does not interfere - you always know what time it is in an absolute sense. Note that things like Daylight Savings Time and calendar reform can still confuse you! When you travel in time, the GM may tell you, 'You have gone back exactly 92,876.3 days," and let you - or your character - deal with questions like, 'What about leap year?' 5 points.

Acute Senses (P) -- 2 points/level
You have superior senses. Each Acute Sense is a separate advantage that give +1 per level to all Sense rolls you make - or the GM makes for you - using that one sense.

Acute Hearing gives you a bonus to hear something, or to notice a sound (for instance, someone taking the safety off a gun in the dark). 2 points/level.
Acute Taste and Smell
gives you a bonus to notice a taste or smell (for instance, poison in your drink). 2 points/level.
Acute Touch
gives you a bonus to detect something by touch (for instance, a concealed weapon when patting down a suspect). 2 points/level.
Acute Vision
gives you a bonus to spot things visually, and whenever you do a visual search (for instance, looking for traps or footprints). 2 points/level.

With the GM's permission, you may also buy Acute Sense advantages for specialized senses such as Scanning Sense and Vibration Sense.

You cannot usually buy Acute Senses in play - raise your Perception instead. However, if you lose a sense, the GM may allow you to spend earned points on other Acute Senses to compensate. For instance, if you are blinded, you might acquire Acute Hearing.

Administrative Rank -- see Rank

Affliction (P/Ex) -- 10 points/level
You have an attack that causes a baneful, nondamaging effect: blindness, paralysis, weakness, etc. This might be an ultra-tech beam weapon, a chemical spray, a supernatural gaze attack, or almost anything else. Specify the details when you buy the advantage.

By default, Affliction is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1, although you can apply Enhancements and Limitations to change these statistics.

If you hit, your victim gets a HT+1 roll to resist. Apply a penalty equal to the level of the Affliction (so Affliction 1 gives an unmodified HT roll.) The victim gets a bonus equal to his DR unless the Affliction has one of the following modifiers: Blood Agent, Contact Agent, Cosmic, Follow-Up, Malediction, Respiratory Agent or Sense-Based. To reduce the effects of DR, add the Armor Divisor enhancement. The victim gets a further +3 if he is beyond 1/2D range.

If the victim makes his HT roll, he is unaffected. If he fails, he suffers the effects of the Affliction. By default, he is stunned. He may roll vs. HT+1 once per second to recover, but once again at a penalty equal to the level of the Affliction (DR has no effect on this roll.)

If your Affliction causes an effect other than stunning, this is a special enhancement (see below). You can inflict more than one effect by giving your Affliction multiple special enhancements. These effects occur simultaneously, except where noted.

Successive Afflictions that produce the same effects are not normally cumulative. Use the single worst effect.

Use the special enhancements below to create specific Afflictions. Many Attack Enhancements and Limitations are also logical. For instance, a blinding flash is Sense-Based; most drugs have Follow-Up, Blood Agent, or Contact Agent; supernatural attacks like the 'evil eye' use Malediction; and touch attacks call for Melee Attack.

If an Affliction produces two or more effects due to the special enhancements below, some of these effects may be secondary. Secondary effects occur only if the victim fails his HT roll by 5 or more or rolls a critical failure. A secondary effect is worth 1/5 as much; e.g., Secondary Heart Attack is +60% rather than +300%.

Once you have chosen all the modifiers on your Affliction, describe the nature of the attack as detailed for Innate Attack.

Special Enhancements
Advantage: The victim immediately experiences the effects of a specific physical or mental advantage. Advantages with instantaneous effects affect the target once, as soon as he is hit, if he fails his HT roll; e.g., Warp immediately teleports the subject. Advantages that can be switched on and off (such as Insubstantiality) are automatically 'on' for one minute per point by which the victim fails his HT roll, and are not under the subject's control. This is worth +10% per point the advantage is worth; e.g., Insubstantiality would be +800%! If the advantage comes in levels, specify the level.

Attribute Penalty: The victim suffers temporary attribute loss. This is +5% per -1 to ST or HT, or +10% per -1 to DX or IQ. For instance, an attack that caused DX-3 and IQ-2 would be +50%. Lower all skills based on reduced attributes by a like amount. ST penalties also reduce BL and damage, while IQ reductions also apply to Will and Perception. Secondary characteristics are not otherwise affected; for instance, HT reduction does not affect Basic Speed or FP. Penalties last for one minute per point by which the victim fails his HT roll.

Coma: The victim collapses, profoundly unconscious, and will likely die in days unless treated; see Mortal Conditions (p429). +250%.

Cumulative: Repeated attacks are cumulative! You must take this in conjunction with Attribute Penalty, or with an Advantage, Disadvantage, or Negated Advantage Enhancement that inflicts a 'leveled' trait. +400%.

Disadvantage: The victim temporarily gains one or more specific physical or mental disadvantages (but not self-imposed mental disadvantages.) This is worth +1% per point the temporary disadvantages are worth; e.g., Paranoia [-10] is worth +10%. If a disadvantage comes in levels, specify the level. The disadvantages last for one minute per point by which the victim fails his HT roll.

Heart Attack: The victim suffers an incapacitating heart attack, and will die in minutes unless treated; see Mortal Conditions (p429). +300%.

Incapacitation: The victim is incapacitated for a number of minutes equal to the margin of failure on his HT roll. After that, he is stunned until he can make a HT roll (roll once per second). If you combine Incapacitation with other effects (such as Irritant), those effects occur after the Incapacitation wears off; they replace the stunning and last for the same length of time the Incapacitation did. Incapacitation can take the form of any of the following: Daze, +50%; Hallucinating, +50%; Retching, +50%; Agony, +100%; Choking, +100%; Ecstasy, +100%; Seizure, +100%; Paralysis, +150%; Sleep, +150%; or Unconsciousness, +200%. See Incapacitating Conditions (p428) for the game effects.

Irritant: The victim suffers an impairing but non-incapacitating condition instead of being stunned. It lasts for a number of minutes equal to the margin of failure on his HT roll. The possibilities are Tipsy, +10%; Coughing, +20%; Drunk, +20%; Moderate Pain, +20%; Euphoria, +30%; Nauseated, +30%; Severe Pain, +40%; or Terrible Pain, +60%. For definitions, see Irritating Conditions (p428).

Negated Advantage: The victim loses a specific advantage for one minute per point by which he failed his HT roll. There is no effect if the victim lacks that advantage! This enhancement is worth +1% per point the advantage is worth. If the advantage comes in levels, you must specify the level negated.

Stunning: May only accompany Advantage, Attribute Penalty, Disadvantage, or Negated Advantage. If the victim fails to resist, he is stunned (per an unmodified Affliction) in addition to the effects of the other enhancement(s). +10%.

Allies (So) -- Variable
Many fictional heroes have partners - loyal comrades, faithful sidekicks, trusted retainers, or lifelong friends - who accompany them on adventures. These partners are 'Allies.'

The other PCs in your adventuring party are, in a sense, 'allies.' But they can be unreliable allies indeed. Often they are chance acquaintances, first encountered at a roadside tavern only hours ago. They have their own hidden goals, ethics, and motives, which might not coincide with your own.

An NPC Ally, on the other hand, is wholly reliable. Perhaps you fought side by side in a long war, trained under the same master, or grew up in the same village. The two of you trust each other implicitly. You travel together, fight back-to-back, share rations in hard times, and trade watches through the night.

Your Ally is usually agreeable to your suggestions, but he is not your puppet. He will disagree with you from time to time. An Ally may try to dissuade you from a plan that seems foolish to him - and if he can't talk you out of the plan, he may refuse to cooperate. An Ally may even cause problems for you: picking fights, landing in jail, insulting a high noble... Of course, the Ally will also try to bail you out when you make mistakes.

The GM will not award you bonus character points for any play session in which you betray, attack, or unnecessarily endanger your Ally. Blatant, prolonged, or severe betrayal will break the trust between you and your Ally, and he will leave you permanently. If you drive your Ally off in this way, the points you spent on him are gone, reducing your point value. Leading your Ally into danger is alright, as long as you face the same danger and are a responsible leader.

The point cost for an Ally depends on his power and frequency of appearance. Only PCs who take NPCs as Allies pay points for the privilege. Two PCs can be mutual 'allies' for free, as can two NPCs - and NPCs never pay points for PCs as Allies. An Ally is specifically a skilled NPC associate for one PC.

Ally's Power
Consult the following table to determine how many points you must spend on your Ally. "Point Total" is the Ally's point total expressed as a percentage of the PC's starting points; "Cost" is the cost of the Ally. If the Ally's point total falls between two percentages, use the higher.

Point Total Cost
25% 1 point
50% 2 points
75% 3 points
100% 5 points
150% 10 points

Allies built on more than 150% of the PC's starting points are not allowed; treat such NPCs as Patrons. Exception: The progression above extends indefinitely for nonsentient (IQ 0) Allies; each +50% of the PC's starting points costs a further +5 points.

Allies built on no more than 100% of teh PC's starting points may also be Dependents. Add the cost of Ally and Dependent together, and treat the combination as a single trait: an advantage if the total point cost is positive, a disadvantage if it is negative.

Ally Groups
You can purchase as many Allies as you can afford. Each Ally is normally a separate advantage, but you can treat a group of related Allies as a single trait to save space on your character sheet. For a group of individuals - with their own unique abilities and character sheets - add the costs of the individual Allies to find the cost of the group, adjust the total cost for frequency of appearance, and then apply any special modifiers.

For a group of more than five identical and interchangeable allies that share a single character sheet - for instance, an army of low-grade thugs or a swarm of robot drones - find the point cost to have one member of the group as an Ally, and then multiply that cost as follows to find the cost of the group:

Size of Group Multiplier
6-10 x6
11-20 x8
21-50 x10
51-100 x12

Add x6 to the multiplier per tenfold increase in number (e.g., 100,000 Allies would be x30). The GM may require an Unusual Background if you wish to have hordes of Allies, or even prohibit groups larger than a certain size - although he might permit an army or other large group as a Patron. Frequency of appearance multipliers and special modifiers (if any) apply to the final cost of the entire group.

Frequency of Appearance
Choose a frequency of appearance. If your Ally appears at the start of an adventure, he accompanies you for the duration of that adventure.

Allies in Play
As with Dependents, the GM will adjust your Ally's abilities in order to keep his point total a fixed percentage of your own as you earn points. This will keep his value as an advantage constant. The GM decides how the Ally evolves, although he might ask you for your input.

If your Ally dies through no fault of yours, the GM will not penalize you. You may put the points spent on the deceased Ally toward a new Ally. The new relationship should normally develop gradually, but the GM might allow an NPC to become an Ally on the spot if you have done something that would win him over (e.g., saving his life). This is especially appropriate in cultures where debts of honor are taken seriously!

There is no penalty for amicably parting ways with your Ally. You may use the points spent on him to buy a new Ally met during play. At the GM's discretion, you may trade in any remaining points for money, reflecting parting gifts.

Familiars
Wizards, telepaths, and so on are often supernaturally linked to special Allies known as familiars. These are usually animals or spirits.

Work out a familiar's basic abilities with the GM, starting with the racial template of an ordinary creature of its kind. If its racial IQ is 5 or less, raise it to at least 6. Consider buying off Cannot Speak, if applicable. Most familiars have supernatural advantages: Extra Lives for a cat (it has nine lives, after all!), Mindlink and Telesend for a familiar that can transmit its thoughts, etc.

Once you have determined the familiar's abilities, work out its point total and its base value as an Ally. Select frequency of appearance as usual. This may be how often your familiar is available (on a failed appearance roll, it is sleeping, reporting to a demon lord, etc.) or how often its powers work (on a failure, it is no more capable than an ordinary member of its species, and cannot use or grand special powers) - your choice.

This kind of Ally usually has one or more special modifiers. Minion, Summonable, and Sympathy are common. Unwilling is typical of demonic or otherwise evil familiars. Take Special Abilities only if your familiar grants you powers; e.g., extra Fatigue Points with which to fuel spells or exotic or supernatural advantages that emulate the familiar's own abilities (such as Flight, for a bird.) You have no access to these abilities on a failed appearance roll; if your familiar is stunned, unconscious or dead; or in areas where your special link does not function (GM's decision). Buy these abilities with a -40% Accessibility limitation: "Granted by familiar."

You can apply the following enhancements and limitations after calculating group cost (if applicable) and multiplying for frequency of appearance:

Special Enhancements
Minion: Your Ally continues to serve you regardless of how well you treat him. This may be due to programming, fear, awe, or lack of self-awareness. Examples include robots, zombies, and magical slaves. You are free of the usual obligation to treat your Ally well. Mistreatment might result in an inconvenient breakdown (mental or physical), but the Ally will not leave. See Puppet for additional options. +0% if the Minion has IQ 0 or Slave Mentality, as the benefits of total loyalty are offset by the need for close supervision; +50% otherwise.

Special Abilities: Your Ally wields power out of proportion to his point value. Perhaps he has extensive political clout or access to equipment from a TL higher than your own; perhaps he grants you exotic powers. Don't apply this enhancement simply because your Ally has exotic abilities. If his powers are very uncommon, you will already be paying extra: your Ally requires an Unusual Background, which raises his point total and his value as an Ally. +50%.

Summonable: You conjure your Ally instead of rolling to see whether he appears at the start of an adventure. To do so, take a Concentrate maneuver and roll against frequency of appearance. On a success, your Ally appears nearby. On a failure, you cannot attempt to summon him again for one full day. Dismissing your Ally is a free action, but you may only dismiss him if he is physically present. +100%.

Special Limitations
Sympathy: If you are stunned, knocked out, mind-controlled, etc., your Ally is similarly affected. The reverse is also true, so you should take special care of your Ally! -25% if the death of one party reduces the other to 0 HP; -50% if the death of one party automatically kills the other. If your wounds affect your Ally, but your Ally's wounds don't affect you, reduce these values to -5% and -10%.

Unwilling: You have obtained your Ally through coercion (e.g., blackmail or magical binding). You do not have to treat him as well as you would a normal Ally. However, he hates you and is likely to act accordingly, reducing his overall reliability level. If you endanger such an Ally or order him to do something unpleasant, he may rebel (GM's option) if the consequences of doing so would be less severe than those of doing your bidding. An Ally who rebels is gone, along with the points you spent on him. -50%.

Altered Time Rate (P, Ex) -- 100 points/level
Your rate of time perception is faster than that of a normal human. The first level of this advantage lets you experience time twice as fast as a normal - that is, you experience two subjective seconds for each real second that passes. Each level past the first increases this ratio by one: three times as fast at level 2, four times as fast at level 3, and so on.

Each level of Altered Time Rate lets you take one additional maneuver on your turn in combat, allowing you to cast spells quickly by taking multiple Concentrate maneuvers, run very fast by taking multiple Move maneuvers, etc. Your turn doesn't come any sooner, however! This advantage affects how fast you move when you react, but not how quickly you react in the first place.

Out of combat, Altered Time Rate allows you the luxury of extensive planning, even in crisis situations, as everything seems to happen in slow motion. You may always attempt a Sense roll, or an IQ-based skill roll to make plans or recall information (GM's decision), at no penalty to additional actions.

In order to do anything that depends on someone else's reactions, you must deliberately 'slow down' and function at his speed. This applies both when making a Feint in combat and when making an Influence roll out of combat. For instance, if you choose to Feint, that is all you can do on your turn - you cannot take extra actions. (On the other hand, you could make an All-Out Attack followed by an Attack in order to beat down his defenses through sheer blinding speed!)

Alternate Identity (So) -- 5 or 15 points per identity
You have multiple, seemingly legal identities. Each time you purchase this trait, your fingerprints (or other biometrics used to verify identity in your world) are registered under another name, and you have an extra set of identity documents (birth certificate, licenses, passport, etc.) good enough to pass close inspection. These identities may also have valid credit cards and bank accounts, but you must supply the money - additional wealth is not included in the package!

If an intelligence or law enforcement agency attempts to identify you with no clue as to your name - for instance, using biometrics or photo-analysis - there is an equal chance for each of your identities to come up. The search will stop... unless they have reason to believe you are a ringer. If the search continues, your other identities will eventually surface, and you will be unmasked. Once a government agency determines who you really are, your Alternate Identities are lost for good.

There are two types of Alternate Identity:

Legal: Some spies and undercover policemen - and even supers, in settings where they are backed by the government -- may have a legal Alternate Identity. This requires at least 10 points in Legal Enforcement Powers, Legal Immunity, Police Rank, Security Clearance, etc.; the GM sets the precise prerequisites. If a super has official permission to conceal his original name (e.g., to protect his family) and to hold property in his 'super' name, then that is a legal Alternate Identity combined with a Secret Identity. 5 points.

Illegal: A criminal or foreign agent may have an illegal Alternate Identity. This has the advantage of being completely unknown when you first start out, and of course it cannot be revoked by the government. On the other hand, should it ever be discovered, you will face a stiff fine, a jail sentence, or execution, depending on the time and place. 15 points.

Ambidexterity (P) -- 5 points
You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the 'off' hand. Note that this does not allow you to take extra actions in combat - that's Extra Attack. Should some accident befall one of your arms or hands, assume it is the left one.

Amphibious (P, Ex) -- 10 points
You are well-adapted to movement in the water. You do not suffer skill penalties for working underwater, and you can swim at your full Basic Move. You still require air (but see Doesn't Breathe). Typical features include smooth, seal-like skin and webbed fingers and toes.

If you can move only in the water, take the Aquatic disadvantage instead.

Animal Empathy (M) -- 5 points
You are unusually talented at reading the motivations of animals. When you meet an animal, the GM rolls against your IQ and tells you what you 'feel'. This reveals the beast's emotional state - friendly, frightened, hostile, hungry, etc. - and whether it is under supernatural control. You may also use your Influence skills on animals just as you would on sapient beings, which usually ensures a positive reaction.

This ability frequently accompanies some level of Animal Friend (see Talent), and often Sense of Duty (Animals) or Vow (Vegetarianism).

Animal Friend -- see Talent

Appearance -- see Appearance Levels
Above-average appearance is treated as an advantage.

Arm DX (P, Ex) -- 12 to 16 points per +1 DX
Some of your arms have extra DX relative to the DX of your body. This DX applies only to things done with those arms or hands. It does not affect Basic Speed! If a task requires two or more hands, and they don't have the same DX, use the lowest DX. Combat skills rely on bodily DX, and do not benefit from this DX at all.

Arm DX costs 12 points per +1 DX for one arm and 16 points per +1 DX for two arms. To raise the DX of three or more arms, buy up overall DX. If you bought your DX with the No Fine Manipulators limitation, apply this limitation to Arm DX as well.

Arm ST (P, Ex) -- 3, 5, or 8 points per +1 ST
Some of your arms have extra ST relative to the ST of your body. This ST applies only to efforts to lift, throw, or attack with those arms or hands. It does not affect HP or overall Basic Lift! If a task requires multiple hands, and they don't have the same ST, use the average ST.

Arm ST costs 3 points per +1 ST for one arm, 5 points per +1 ST for two arms, and 8 points per +1 ST for three arms. To raise the ST of four or more arms, buy up overall ST. If you bought your ST with the No Fine Manipulators or Size limitations, apply the same limitation(s) to Arm ST.

Artificer -- see Talent

Binding (P, Ex) -- 2 points/level
You have an attack that can hold your target in place. Specify how this works when you buy the advantage: entangling your victim in vines, tying him up with webs, freezing him inside a block of ice, turning the ground to quicksand beneath his feet, etc.

Binding is a ranged attack with 1/2D -, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. You can add modifiers to change these statistics.

On a hit, your victim is grappled and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to your Binding level, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST.

To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of your Binding. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Binding. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Binding take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat). The Binding has DR equal to 1/3 your level (rounded down). Each point of damage reduces ST by one. At ST 0, the Binding is destroyed and the victim is freed.

To simulate vines, webs, and so forth, add one or more of Area Effect, Persistent, and Wall -- and possibly some of the special modifiers below.

Special Enhancements
Engulfing: Your attack pins the target. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the Binding with an Innate Attack, or to try to break free using ST (not Escape skill). If he tries to break free and fails, he is only allowed a repeated attempt every 10 seconds - and on a 17 or 18, he becomes so entangled that he cannot escape on his own! +60%.

Only Damaged By X: Only specific damage types can damage your Binding. +30% for one of burning, corrosion, crushing, or cutting; +20% for any two; +10% for any three.

Sticky: Your Binding is treated as Persistent, but only affects those who actually touch the original target of your attack. +20%.

Unbreakable: Your Binding cannot be destroyed. The only way to escape is to break free. +40%.

Special Limitations
Environmental: Your Binding manipulates an existing condition or object in the environment, and won't work in its absence. This is worth from -20% (victim must be touching the ground) to -40% (victim must be standing in dense vegetation), at the GM's option.

One-Shot: You cannot layer your Binding to increase its ST. -10%.

Blessed (M, Su) -- 10 or more points
You are attuned to a god, demon lord, great spirit, cosmic power, etc. This can take various forms, but in all cases, you will lose this advantage if you fail to act in accordance with your deity's rules and values.

Blessed: You sometimes receive wisdom from your deity. After communing with your god (meditating, praying, etc.) for at least one hour, you see visions or witness omens that have some bearing on future events. Work out the details with your GM; for instance, the God of Fire might require you to stare into flames for an hour, after which you hear a voice in the flames. The GM rolls secretly against your IQ to determine whether you gain any useful insight from this experience. The ritual is fatiguing, however; at the end of the hour, you lose 10 FP. As a side benefit, followers of your deity sense your special status and react to you at +1. 10 points.

Very Blessed: As above, but your IQ roll to interpret visions is at +5 and the reaction bonus from your god's followers is +2. 20 points.

Heroic Feats: Your blessing gives you the ability to perform a particular heroic feat. Once per game session, you may add 1d to one of ST, DX, or HT (other traits, such as Basic Move, are at the GM's discretion). You must specify which trait is boosted when you buy the advantage. This bonus lasts 3d seconds, after which your abilities revert to normal and you suffer any penalties amassed during the 'heroic' period. (For instance, if your blessing boosts HP and you are reduced to -5 x your normal HP but not -5 x your 'blessed' HP, you will die when the bonus HP wear off unless you receive some sort of healing.) 10 points.

The GM may choose to allow other blessings as well.

Brachiator (P, Ex) -- 5 points
You can travel by swinging on vines, tree branches, ropes, chandeliers, etc. You get +2 to Climbing skill, and can move at half your Basic Move while brachiating.

Breath-Holding (P, Ex) -- 2 points/level
You are adept at holding your breath. Each level doubles the length of time you can do so (see Holding Your Breath). Normal humans may not take this advantage - to be a world-record diver, learn Breath Control. Nonhumans and supers can combine this advantage with Breath Control!

Business Acumen -- see Talent

Catfall (P, Ex) -- 10 points
You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success - don't check again for it). In addition, a successful DX roll halve damage from any fall. To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.

Chameleon (P, Ex) -- 5 points/level
You can change your surface pattern to blend into your surroundings. In any situation where being seen is a factor, you get +2 per level to Stealth skill when perfectly still, or +1 per level if moving. Clothing reduces this bonus to +1 per level when you are motionless, with no bonus if you are moving (unless the clothing is, in the GM's opinion, camouflaged relative to your current environment).

Chameleon does not normally help in the dark or against someone relying upon senses other than sight. However, you can specify that your ability is effective against a particular visual or scanning sense (e.g., Infravision or Radar) instead of normal vision.

Special Enhancements
Extended: Your ability affects more than one visual or scanning sense. Each sense beyond the first is +20%.

Special Limitations
Always On: You cannot turn this ability off. Strangers react at -1; the flickering effect is irritating. -10%.

Channeling (M, Su) -- 10 points
You can become a conduit for the spirit world, allowing spirits to speak through you. To do so, you must enter a trance, achieved through one minute of concentration and a Will roll (at +2 if you have Autotrance). You are unaware of the world around you while you are in this state.

Once you have entered your trance, any spirit in the immediate vicinity can enter your body and use it to speak or write messages. The GM controls what the spriit does or says. The spirit answers questions put to it by others, but it is not bound to tell the truth.

This is a minor form of possession: the spirit can use your body only to communicate. However, if it has the Possession ability, it is considered to be touching you, and can attempt full possession while you are in a trance. You are considered 'wary', and thus get +5 to resist.

Charisma (M) -- 5 points/level
You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence - but real charisma is independent of these things. Each level gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (see Influence Rolls); and +1 to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your Charisma does not affect members of extremely alien races.

Chronolocation -- see Absolute Timing

Claim to Hospitality (So) -- 1 to 10 points
You belong to a social group that encourages its members to assist one another. When you are away from home, you may call on other members of this group for food, shelter, and basic aid.

The point cost depends on the extent and wealth of the group. A single friend with a house in another city is worth 1 point; a small family, 2 points; a society of merchants along an important trade route, 5 points; and a vast alliance of wealthy figures, such as 'every merchant in the world,' 10 points. In the appropriate situation, members of the group should be easy to find (14 or less after 1d-1 hours of searching), but the chance of meeting one at random is small (6 or less to meet one in a small crowd in an appropriate place).

Claim to Hospitality mainly saves the cost and trouble of finding lodging while 'on the road' (although if you are wealthy, you might be expected to give gifts to your hosts), but there are side benefits. Members of the group are friendly to each other (+3 reactions), and may provide advice, introductions, and small loans, if asked. The level of assistance might occasionally approach that of Contacts. If you expect anything more, though, buy Allies or Patrons.

This advantage cuts both ways. If you take it, you can be asked, when at home (at the GM's whim), to provide NPCs with exactly the same sort of hospitality you claim while away. This may become an adventure hook! If you refuse such aid, you will eventually get a bad name and lose this advantage.

Clairsentience (M, Su) -- 50 points
You can displace all of your ranged senses (for humans: sight, hearing, and smell) to a point outside your body. This 'viewpoint' must be a specific location within 10 yards. You can modify this range with Increased Range or Reduced Range. You can double your range temporarily by spending 2 FP per minute.

To initiate Clairsentience, pick the desired viewpoint (which can be inside something) and its facing, concentrate for one minute, and then make an IQ roll. If the viewpoint is out of sight, you must specify distance and direction, and the roll is at -5.

On a success, you can use your ranged senses as if you were physically present at the viewpoint (this means you cannot sense the environment around your body!) Your vision ignores darkness penalties completely. You cannot see through solid objects, but if your viewpoint were inside (for example) a closed chest, you would see what was inside despite the lack of light. If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Clairsentience for as long as you like.

On failure by 1, your senses go to some other viewpoint of the GM's choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.

To return your displaced senses, move them elsewhere, or change their facing (usually only important for vision), you must concentrate for one second and make another IQ roll. However, a viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part. You can only have one viewpoint at a time - you cannot put hearing in one location, vision in another, etc.

Special Limitations
Clairaudience: Only your sense of hearing is displaced. -30%.
Clairosmia: Only your sense of smell is displaced.
Clairvoyance: Only your sense of sight is displaced.
ESP: Your ability is part of the ESP psi power. -10%.
Visible: Your senses have a visible manifestation - for instance, a floating face. -10%.

Claws (P, Ex) -- Variable
You have claws. This advantage modifies all your hands and feet; there is no discount for claws on only some of your limbs. There are several variations:

Blunt Claws: Very short claws, like those of a dog. Add +1 per die to the damage you inflict with a punch or kick; e.g., 2d-3 becomes 2d-1. 3 points.
Hooves:
Hard hooves, like those of a horse. Add +1 per die to the damage you inflict with a kick, and give your feet (only) +1 DR. 3 points.
Sharp Claws:
Short claws, like those of a cat. Change the damage you inflict with a punch or kick from crushing to cutting. 5 points.
Talons:
Longer claws - up to 12" long. Change the damage you inflict with a punch or kick from crushing to your choice of cutting or impaling (choose before you roll to hit). 8 points.
Long Talons:
Huge claws, like sword blades extending from your body! Treat these as Talons, but damage is +1 per die. 11 points.

Clerical Investment (So) -- 5 points
You are an ordained priest of a recognized religion. You enjoy a number of privileges that a layman lacks, notably the authority to preside over weddings, funerals, and similar ceremonies. This gives you a +1 reaction bonus from co-religionists and those who respect your faith, and entitles you a use a title - Father, Sister, Rabbi, etc.

Remember that not all clerics are "good"! Aka'Ar, high priest of the unholy Cult of Set, is also a vested priest. The blessings and marriages he performs are as meaningful to his followers as those of a vicar are to his parish. And - if Set so wills - Aka'Ar can perform exorcisms as potent as those of a Christian priest, if not more so. After all, Aka'Ar has a better working knowledge of demons...

Clerical Investment is purely social in nature. It does not confer miraculous powers. If you wish to wield divine power. If you wish to wield divine power by proxy, take Blessed, Power Investiture, or True Faith.

Clerical Investment includes Religious Rank 0. If you want more influence within your church, buy up your Rank.

Clinging (P, Ex) -- 20 points
You can walk or crawl on walls and ceilings. You can stop at any point and stick to the surface without fear of falling. Neither feat requires a roll against Climbing skill, provided the surface is one you can cling to. Move while clinging is half your Basic Move.

If you are falling and try to grab a vertical surface to break your fall, the GM must first decide whether there is anything in reach. If there is, make a DX roll to touch the surface, and then make a ST roll at -1 per 5 yards already fallen. If you succeed, you stop your fall. Otherwise, you continue to fall - but you may subtract 5 yards from the height of the fall thanks to the slowing effect of the failed Clinging attempt. Variations in gravity affect these distances; e.g., in 0.5G, the ST roll would be -1 per 10 yards.

Special Limitations
Specific: You can only cling to a particular substance. Common materials, such as brick, metal, rock, or wood, are -40%; uncommon materials, such as adobe, ice, or rubber, are -60%; absurd materials, such as chocolate, are -80%.

Combat Reflexes (P) -- 15 points
You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls (see Defending), +1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks). You never 'freeze' in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental 'stun.' Your side gets +1 on initiative rolls to avoid a surprise attack - +2 if you are the leader. For details, see Surprise Attacks and Initiative.

Combat Reflexes is included in Enhanced Time Sense. If you have ETS, you cannot also take Combat Reflexes.

Common Sense (P) -- 10 points
Any time you start to do something the GM feels is STUPID, he will roll against your IQ. A successful roll means he must warn you: "Hadn't you better think about that?" This advantage lets an impulsive player take the part of a thoughtful character.

Compartmentalized Mind (M, Ex) -- 50 points/level
Your mental coordination gives you, in effect, more than one mind. Each mind - or 'compartment' - functions independently and at full capability. Your compartments are identical, but hypnotism, magic, psionics, and the like affect them separately (e.g., one compartment could be hypnotized without affecting any of the others).

This advantage does not allow your body to perform more than one task. A normal character may select one maneuver on his turn in combat. This may be physical or mental. Each level of Compartmentalized Mind adds one extra mental maneuver to this allotment. For instance, Compartmentalized Mind 1 would let you perform one mental maneuver and one physical maneuver (e.g., Concentrate on a spell and Attack) or two mental maneuvers (e.g., Concentrate on two spells), but never more than one physical maneuver - for that, see Extra Attack.

If one compartment is under external influence, roll a Quick Contest of Will to see whether it gains control of the body. The compartment currently in control of the body rolls at +1. Battling compartments may attempt to use mental powers on each other. Treat them as completely separate minds for this purpose, each with your IQ, Will, and mental abilities (such as Mind Shield).

Two variations on this advantage are available for vehicles built as characters:

Controls: Each level buys one set of controls. Controls let an operator perform his own physical or mental maneuvers using your abilities (e.g., Innate Attack or Radar), as per the rules for vehicular combat. The operator directs all actions of an IQ 0 vehicle with this advantage. Physical limits still apply; for instance, a vehicle can make no more attacks than it has ready weapons. Resolve conflicts between operators by rolling a Quick Contest of vehicle operation skill. 25 points/level.
Dedicated Controls:
As Controls, but each set of controls handles a specific task; e.g., 'tail gunner.' The person manning them can't operate anything else. 10 points/level.

Constriction Attack (P, Ex) -- 15 points
Your musculature is optimized for crushing your opponents - whether by 'hugging' like a bear or constricting like a python. To use this ability you must first successfully grapple your intended victim, whose Size Modifier cannot exceed your own. On your next turn, and each successive turn, roll a Quick Contest: your ST vs. your victim's ST or HT, whichever is higher. If you win, your victim takes damage equal to your margin of victory; otherwise, he takes no damage.

Contact Group (So) -- Variable
You have a network of Contacts (see Contacts, below) placed throughout a particular organization or social stratum. You must specify a corporation, criminal syndicate, military unit, police department, or similar organization, or the underworld, merchants, upper class, etc. of one particular town. Broader Contact Groups are not allowed.

You may request information from a Contact Group exactly as you would an individual Contact, using the same rules for frequency of appearance, effective skill, and reliability. The difference is that a Contact Group's effective skill reflects ability at an entire category of skills - e.g., 'business skills' if your Contact Group is a corporation, or 'military skills' if your Contact Group is a military unit - as opposed to one specific skill. You must define this area of knowledge when you purchase the Contact Group, and it must be appropriate to the organization.

The GM rolls against the group's effective skill when you request any information that it could reasonably provide. However, this is an abstract success roll, not a roll against a specific skill. For example, a police Contact Group could provide ballistics comparisons, criminal profiles, legal advice, police records, and introductions to criminals. It would not specifically use Forensics, Criminology, Law, Administration, or Streetwise skills for this, but the information provided might be appropriate to any of these 'police skills.'

To determine the point cost of a Contact Group, select its effective skill, frequency of appearance, and reliability level just as you would for a simple Contact, then multiply the resulting cost by 5.

Contacts (So) -- Variable
You have an associate who provides you with useful information, or who does small (pick any two of 'quick', 'nonhazardous', and 'inexpensive') favors for you. The point value of a Contact is based on the skill he uses to assist you, the frequency with which he provides information or favors, and his reliability as a person.

Effective Skill of Contact
First, decide on the type of Contact you have. He might be anything from a wino in the right gutter to a head of state, depending on your background. What is important is that he has access to information, knows you, and is likely to react favorably. (Of course, offering cash or favors is never a bad idea; the GM will set the Contact's 'price'.)

Next, choose the useful skill your Contact provides. This skill must match the Contact's background; e.g., Finance for a banker or Forensics for a lab technician. Since the GM rolls against this skill when you request aid from your Contact, you should select a skill that can provide the results you expect. If you want ballistics comparisons, take a Contact with Forensics, not Finance!

After that, select an effective skill level. This reflects the Contact's connections, other skills, Status, etc. It need not be his actual skill level (the GM will set this, if it matters). For instance, the president of a local steel mill might have business-related skills of 12-14, but his effective skill might be 18 because of his position in the company. This skill level determines the Contact's base cost:

Effective Skill Base Cost
12 1 point
15 2 points
18 3 points
21 4 points

Add 1 point to these costs for Contacts who can obtain information using supernatural talents (ESP, magical divination, etc.) This is common for spirits, wizards, etc.

Frequency of Appearance
Select a frequency of appearance, as explained under Frequency of Appearance, and apply its multiplier to the base cost of the Contact. When you wish to reach your Contact, the GM rolls against his frequency of appearance. On a failure, the Contact is busy or cannot be located that day. On a 17 or 18, the Contact cannot be reached for the entire adventure! On a success, the GM will roll against the Contact's effective skill once per piece of information or minor favor you request.

No Contact may be reached more than once per day, even if several PCs share the same Contact. If you have several questions to ask, you should have them all in mind when you first reach your Contact. The Contact answers the first question at his full effective skill. Each subsequent question is at a cumulative -2. Don't overuse your Contacts!

A Contact can never supply information outside his area of knowledge. Use common sense. Likewise, the GM must not allow a Contact to give information that short-circuits an important part of the adventure.

You must explain how you normally get in touch with your Contact. Regardless of frequency of appearance, you cannot reach your Contact if those channels are closed.

Reliability
Contacts are not guaranteed to be truthful. Reliability multiplies the Contact's point cost as follows:

Completely Reliable: Even on a critical failure on his effective skill roll, the Contact's worst response will be, "I don't know." On an ordinary failure, he can find information in 1d days.
Usually Reliable: On a critical failure, the Contact lies. On any other failure, he doesn't know now, "... but check back in (1d) days." Roll again at that time; a failure then means he can't find out at all. x2.
Somewhat Reliable: On a failure, the Contact doesn't know and can't find out. On a critical failure, he lies - and on a natural 18, he lets the opposition or authorities (as appropriate) know who is asking questions. x1.
Unreliable: Reduce effective skill by 2. On any failure, he lies; on a critical failure, he notifies the enemy. x1/2 (round up; minimum final cost is 1 point).

Money Talks
Bribery, whether cash or favors, motivates a Contact and increases his reliability level. Once reliability reaches 'usually reliable', further levels of increase go to effective skill; bribery cannot make anyone completely reliable!

A cash bribe should be about equivalent to one day's income for a +1 bonus, one week's income for +2, one month's for +3, and one year's for +4. Favors should be of equivalent worth, and should always be something that you actually play out in the game.

The bribe must also be appropriate to the Contact. A diplomat would be insulted by a cash bribe, but might welcome an introduction into the right social circle. A criminal might ask for cash but settle for favors that could get you into trouble. A police detective or wealthy executive might simply want you to 'owe him one' for later... which could set off a whole new adventure, somewhere down the road.

Contacts in Play
You may add new Contacts in play, provided you can come up with a good in-game justification. The GM might even turn an existing NPC into a Contact for one or more PCs - possibly in lieu of character points for the adventure in which the PCs developed the NPC as a Contact. For instance, the reward for an adventure in which the party helped solve a bank robbery might be a knowledgeable, reliable police Contact.

Examples of Contacts
The list of all possible Contacts - and their skills - would fill an entire book. Here are just a few examples:

Business. Business owners, executives, secretaries, and even the mailroom flunky can supply information on business dealings. They generally provide a business skill, such as Accounting, Administration, or Finance. A mail boy or typist might have effective skill 12; the president's secretary has skill 15; a senior executive or accountant has skill 18; and the CEO, president, or chairman of the board has skill 21.

Military. This could be anyone from an enlisted grunt to a general. Such Contacts might provide information on troop movements, details on secret weapons or tactics, or top-level strategy. This could take the form of Savoir-Faire (Military), Strategy, or Tactics skill - or perhaps a technical skill, such as Engineer. A Rank 0 soldier would have effective skill 12, a Rank 1-2 NCO would have skill 15, a Rank 3-5 officer would have skill 18, and a Rank 6 or higher officer would have skill 21.

Police. Anyone connected with law enforcement and criminal investigations: beat cops, corporate security, government agents, forensics specialists, coroners, etc. Typical skills are Criminology, Forensics, Intelligence Analysis, and Law. Beat cops and regular private security officers have effective skill 12; detectives, federal agents, and records clerks are skill 15; administrators (lieutenants, captains, Special Agents in Charge, etc.) are skill 18; and senior officers (sheriffs, chiefs of police, District Superintendents, Security Chiefs, etc.) are skill 21.

Street. Thugs, fences, gang members, mobsters, and the like can provide information on illicit activities, local criminal gossip, upcoming crimes, etc. Most provide Streetwise skill. 'Unconnected' crooks (those who are not part of the local criminal organization) have effective skill 12; 'connected' ones are skill 15; mob lieutenants and other powerful criminals are skill 18; and an actual crime lord (e.g., the Don, clan chief, or Master of the Thieves' Guild) has skill 21.

Courtesy Rank -- see Rank

Cultural Adaptability (M) -- 10 or 20 points
You are familiar with a broad spectrum of cultures. When dealing with those cultures, you never suffer the -3 'cultural unfamiliarity' penalty given under Culture. This is definitely a cinematic ability! Point cost depends on the scope of your familiarity:

Cultural Adaptability: You are familiar with all cultures of your race. 10 points.
Xeno-Adaptability:
You are familiar with all cultures in your game world, regardless of race. 20 points.

Cultural Familiarity -- see Social Background

Cybernetics (P) -- Variable
Treat most cybernetic implants as equivalent advantages: Infravision for a bionic eye, Damage Resistance for dermal armor, etc. Some implants may qualify for the Temporary Disadvantage limitation; suitable temporary disadvantages include Electrical and Maintenance. These apply to the implant, not to your overall capabilities.

Damage Resistance (P, Ex) -- 5 points/level
Your body itself has a Damage Resistance score. Subtract this from the damage done by any physical or energy attack after the DR of artificial armor (you can normally wear armor over natural DR) but before multiplying the injury for damage type. By default, natural DR does not protect your eyes (or windows, if you are a vehicle) or help against purely mental attacks, such as telepathy.

Normal humans cannot purchase DR at all. Creatures with natural armor can buy DR 1 to 5. Thick skin or a pelt would be DR 1; pig hide, armadillo shell, a heavy pelt, or scales like those of a lizard would be DR 2; rhinoceros hide or a pangolin's armor plates would be DR 3; alligator scales or elephant hide would be DR 4; and a giant tortoise would have DR 5. Robots, supers, supernatural entities, etc. can purchase any amount of DR, subject to GM approval.

Many special modifiers are available to change the basic assumptions of this advantage.

Special Enhancements
Absorption: You can absorb damage and use it to enhance your abilities. Each point of DR stops one point of damage and turns it into one character point that you can use to improve traits (anything but skills) temporarily. You store these points in a 'battery' with capacity equal to DR (e.g., DR 10 gives a 10-point battery.) Once this battery is full, each point of DR will still stop one point of damage, but will not convert it into a character point. You do not have to use stored points immediately, but you cannot reallocate points once used. You lose absorbed points - unused ones first - at the rate of one point per second. You lose enhanced abilities as the points drain away. (Exception: If you are missing HP or FP, you can heal yourself. Restoring one HP drains 2 stored points immediately; restoring one FP drains 3 points. Such healing is permanent. Only HP or FP in excess of your usual scores drain away.) You cannot absorb damage from your own ST or attack abilities. +80% if absorbed points can only enhance one trait (determined when you create your character) or can only heal; +100% if you can raise any trait.
Force Field: Your DR takes the form of a field protected a short distance from your body. This protects your entire body - including your eyes - as well as anything you are carrying, and reduces the damage from attacks before armor DR. Effects that rely on touch (such as many magic spells) only affect you if carried by an attack that does enough damage to pierce your DR. +20%.
Hardened: Each level of Hardened reduces the armor divisor of an attack by one step. These steps are, in order: "ignores DR", 100, 10, 5, 3, 2, and 1 (no divisor). +20% per level.
Reflection: Your DR 'bounces back' any damage it stops at your attacker. The remaining damage affects you normally. The attacker doesn't get an active defense against the first attack you reflect back at him, but gets his usual defenses against subsequent reflected attacks. Reflection only works vs. direct hits! It cannot reflect damage from explosions, fragments, poison gas, or anything else that affects an entire area. This enhancement is mutually exclusive with Absorption. +100%.

Special Limitations
Ablative: Your DR stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR 'heals' at the same rate as lost HP (including the effects of Regeneration.) Use this to represent supers who can absorb massive punishment but who lack the mass to justify a large HP score. -80%.
Can't Wear Armor; Your body is designed in such a way that you cannot or will not wear body armor or clothing. -40%.
Directional: Your DR only protects against attacks from one direction. -20% for the front (F); -40% for the back (B), right (R), left (L), top (T), or underside (U). Humanoids may only take this limitation for front and back.
Flexible: Your DR is not rigid. This leaves you vulnerable to blunt trauma. -20%.
Limited: Your DR applies only to certain attack forms or damage types. See Limited Defenses for details.
Partial: Your DR only protects a specific hit location. This is worth -10% per -1 penalty to hit that body part. For instance, an animal with butting horns and a thick skull might have 'Skull only', for -70%. 'Torso only' is -10%, and also protects the vital organs. When you take this limitation for arms, legs, hands, or feet, the DR protects all limbs of that type. If it only protects one limb, the limitation value doubles (e.g., arms are -2 to hit, so a single arm would be -40%). If you have arms, legs, etc. with different penalties, use the least severe penalty to calculate limitation value.
Semi-Ablative: When an attack strikes semi-ablative DR, every 10 points of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. Lost DR 'heals' as for Ablative (and you cannot combine the two). -20%.
Tough Skin: By default, Damage Resistance is 'hard': armor plate, chitin, etc. With this limitation, you DR is merely tough skin. Any effect that requires a scratch (e.g., poison) or skin contact (e.g., electrical shock or Pressure Points skill) affects you if the attack carrying it penetrates the DR of any armor you are wearing - even if it does exactly 0 damage! Your natural DR, being living tissue, provides not protection at all against such attacks. This limitation includes all the effects of the Flexible limitation (see above); you cannot take both. It is mutually incompatible with Force Field. -40%.

"Layered" Defenses
You may have multiple 'layers' of DR with different combinations of modifiers. You must specify the order of the layers - from outermost to innermost - when you create your character. You may not change this order once set.

Danger Sense (M) -- 15 points
You can't depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something's wrong... If you have Danger Sense, the GM rolls once against your Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger.

Danger Sense is included in Precognition; if you have the latter trait, you cannot also have Danger Sense.

Special Limitations
ESP: Your ability is part of the ESP psi power. -10%.

Daredevil (M) -- 15 points
Fortune seems to smile on you when you take risks! Any time you take an unnecessary risk (in the GM's opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior.

Example: A gang of thugs opens fire on you with automatic weapons. If you crouch down behind a wall and return fire from cover, Daredevil gives no bonuses. If you vault over the wall and charge the gunmen, screaming, it provides all of its benefits!

Dark Vision (P, Ex) -- 25 points
You can see in absolute darkness using some means other than light, radar, or sonar. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark.

Special Enhancements
Color Vision: You can see colors in the dark. +20%.

Destiny (M, Su) -- Variable
Your fate is preordained. This is considered an advantage if you are destined for great things - although this might not always be clear, and might even be inconvenient at times. For a disadvantageous Destiny, see Disadvantages.

When you choose this advantage, you may only specify its point value. The GM will secretly determine the nature of your Destiny, according to its point value and the dictates of the campaign. You might discover some clues about your Destiny via magical divination or similar techniques, but you are highly unlikely to learn its full extent until it is fulfilled. Note also that a Destiny may change as the campaign develops.

Be aware that this advantage gives the GM absolute license to meddle with your life - the GM must make the Destiny work out! Working out a good Destiny and making sure it comes to pass require considerable ingenuity on the part of the GM. The GM may wish to forbid this advantage if he feels it would send the campaign off the rails.

The point value of the Destiny determines its impact:

Great Advantage: You are fated to achieve greatness within your lifetime. In the end, everyone will know and praise your name! Sooner or later, something will happen to bring this Destiny to fruition. Note that this does not guarantee 'success.' If you choose to jump in front of an assassin's knife during your first game session, the GM might just decide the Destiny is fulfilled... you died a hero! 15 points.
Major Advantage:
As above, but to a lesser extent. Alternatively, you might be doomed to die in a particular place or in a particular fashion: at sea, by the hand of an emperor, underground, or whatever. You can be grievously wounded - even maimed - under other circumstances, but you will not die. If you avoid the circumstances that would fulfill your Destiny, knowingly or otherwise, you might find that Fate has a few surprises. The sea might flood your home while you sleep, the general against whom you march might be the future emperor, or Mt. Vesuvius might bury you under tons of ash. 10 points.
Minor Advantage:
You are fated to play a small part in a larger story, but this part will reflect to your credit. In game terms, you are guaranteed one significant victory. 5 points.

If you fulfill your Destiny and survive, it's over - but you might feel its repercussions for years to come. In general, the GM should let you put the character points spent on an advantageous Destiny toward a positive Reputation. A Bestiny that goes unnoticed once fulfilled is not much of a Destiny!

Detect (M/P, Ex) -- Variable
You can detect a specific substance or condition, even when it is shielded from the five human senses. This requires one second of concentration, after which the GM will secretly make a Sense roll for you (see Sense Rolls). The range modifiers from the Size and Speed/Range Table apply. You may buy a special Acute Sense to improve the roll, thereby increasing your effective range.

On a success, the GM tells you the direction to the nearest significant source of the substance, and give you a clue as to the quantity present. On a failure, you sense nothing.

Detect also includes the ability to analyze what you detect. This requires an IQ roll; the better the roll, the more precise the details. For instance, if you had Detect (Metal), you could tell gold from iron on a successful IQ roll, and might learn details - such as whether the gold is in the form of ore or bars, and its precise purity - on a critical success.

The base cost of Detect is as follows:

Rare (sorceresses, fire magic, zombies, gold, radar, radio): 5 points.
Occasional
(spellcasters, magic, undead, precious metal, electric fields, magnetic fields, radar and radio): 10 points.
Common
(humans, supernatural phenomena, supernatural beings, metal, electric and magnetic fields): 20 points.
Very Common
(all life, all supernatural phenomena and beings, all minerals, all energy): 30 points.

Note that the ability to detect certain phenomena can often justify other advantages. For instance, Detect (Magnetic Fields) could explain Absolute Direction.

Special Enhancements
Precise: On a successful Sense roll, you also learn the distance to whatever you detect. +100%.
Signal Detection: You can detect an active transmission of some sort, such as a radio, radar, or laser; see Scanning Sense and Telecommunication. You suffer no range penalties, but must be within twice the signal's own range and (if the signal is directional) within its path. +0%.

Special Limitations
Vague: You can only detect the presence or absence of the target substance. Direction and quantity are revealed only on a critical success, and you cannot analyze what you detect. This limitation is mutually exclusive with Precise. -50%.

Digital Mind (P, Ex) -- 5 points
You are a sentient computer program - possibly an artificial intelligence or an 'upload' of a living mind. By default, you inhabit a body that includes a computer with Complexity equal to at least half your IQ; see Computers.

You are completely immune to any power defined as 'Telepathic', and to magic spells that specifically affect living minds. However, computer viruses and abilities that affect Digital Minds can affect you; you can be taken offline (or even stored, unconscious, as data); and those with Computer Hacking or Computer Programming skill can gain access to your data... and possibly read or alter your consciousness!

You are likely to have the Machine meta-trait, but this is not mandatory, as you could be a computer-like mind inside an organic body (e.g., a bio-computer or a brain implant). The Reprogrammable disadvantage is also common for Digital Minds, as is the Automaton meta-trait, but you do not have to possess either trait. Many advantages are also possible but not automatic.

Computing Power: If you operate faster than a human mind, buy Enhanced Time Sense. If you can add advantages or skills temporarily by running programs, buy Modular Abilities.

Copies: If you can run multiple copies of your mind on a single computer system, buy Compartmentalized Mind. If you can create loyal copies that run on other systems, buy Duplication with the Digital limitation. If you have copies backed up offline, buy Extra Life.

Uploading: If you can actively "upload" yourself into other computers, buy Possession with the Digital limitation. If you can do this easily, buy extra bodies as Puppets.

Discriminatory Hearing (P, Ex) -- 15 points
You have a superhuman ability to distinguish between sounds. You can always recognize people by voice, and can recognize individual machines by their 'sound signature.' You may memorize a sound by listening to it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.

You get +4 (in addition to any Acute Hearing bonuses) on any task that utilizes hearing, and receive +4 to Shadowing skill when following a noisy target.

To simulate the passive sonar used by submarines, add a -30% Accessibility limitation, "Only underwater."

Discriminatory Smell (P, Ex) -- 15 points
Your sense of smell is far beyond the human norm, and can register distinctive odors for practically everything you may encounter. This allows you to recognize people, places, and things by scent. You may memorize a scent by sniffing it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.

You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of smell, and receive +4 to Tracking skill.

If you actually become ill when exposed to the odor of a particular substance, take the Temporary Disadvantage limitation. The most common effect is Revulsion, but the GM may choose to allow other temporary disadvantages.

Special Enhancements
Emotion Sense: You can detect a person or animal's emotional state by odor. This functions as the Empathy advantage, but you must be within 2 yards of the subject. +50%.

Discriminatory Taste (P, Ex) -- 10 points
This talent functions in most ways like Discriminatory Smell, but enhances the sense of taste instead, so tracking is not possible. You must ingest a small quantity of the material to be examined; for a living subject, this means bodily fluids. This gives you an IQ roll to recognize the taste, identify whether a substance is safe to eat, etc. You can perform a detailed 'analysis' with a roll against a suitable skill (Chemistry, Cooking, Pharmacy, Poisons...) You get +4 (in addition to any Acute Taste and Smell bonuses) on any task that utilizes the sense of taste.

Doesn't Breathe (P, Ex) -- 20 points
You do not breathe or require oxygen. Choking and strangulation attempts cannot harm (or silence!) you, and you are immune to inhaled toxins. You are still affected by contact poisons, pressure, and vacuum; take Sealed, Pressure Support, and Vacuum Support, respectively, to resist those threats.

Special Limitations
Gills: You can extract oxygen from water, allowing you to remain submerged indefinitely. You suffocate if the water contains no dissolved oxygen. You are immune to strangulation and 'the bends.' If you can only survive underwater, and suffocate in air as quickly as a normal human would drown underwater, Doesn't Breathe (Gills) is a 0-point feature; otherwise, -50%.
Oxygen Absorption: As Gills, but you can absorb oxygen through the surface of your body whether it is in the air, a liquid, or another medium. Your body does not absorb poisonous gases, but you will suffocate if there is no oxygen available. You can use breathing equipment in space (your lungs are capable of working normally.) You may not have the Sealed advantage. -25%.
Oxygen Combustion: As Oxygen Absorption, but you cannot breathe underwater or anywhere else fire cannot burn. -50%.
Oxygen Storage: You need to breathe, but you can go for extended periods of time without doing so; perhaps you store oxygen (like a while) or have superior blood oxygenation. This differs from Breath-Holding in that you are completely immune to "the bends" while your oxygen supply holds out. If you can effectively 'hold your breath' for 25 times as long as usual, this is -50%; 50 times, -40%; 100 times, -30%; 200 times, -20%, 300 times, -10%.

Doesn't Eat or Drink (P, Ex) -- 10 points
You do not require food, water, or fuel. Your body is powered in some other manner: solar power, ambient magical energy, etc. A sufficiently rare energy source might qualify you for Dependency.

Doesn't Sleep (P, Ex) -- 20 points
You do not have to sleep at all. You can ignore all ill effects from missed nights of rest.

Dominance (M, Su) -- 20 points
You can 'infect' others with a supernatural condition - vampirism, lycanthropy, etc. - and exert absolute control over them. This trait is only appropriate for supernatural beings that spread their 'curse' through infection, and only affects members of susceptible races (typically your original race and very similar races). The GM is the judge of which curses are spread this way and who is susceptible.

When you buy Dominance, you must specify one natural attack - Claws, Innate Attack, Vampiric Bite, etc. - that delivers the infection. Anyone you damage this way must roll 3d vs. the HP of injury he received (maximum one roll per day). If he rolls under the damage amount, he becomes infected, and will change into the same kind of creature as you in 2d days, or at the GM's discretion, without suitable supernatural intervention. The GM is free to impose additional conditions for infection; for instance, the victim might have to suffer three attacks, or share your blood, or even diebefore making the roll above.

Once the transition is complete, the victim acquires your supernatural racial template (Vampire, Werewolf, etc), plus Slave Mentality. He becomes your subordinate. If he goes on to infect others, his victims will acquire the same traits and serve you as well.

Dominance itself costs 20 points, but in order to control a new victim, you must have sufficient unspent points to buy him as an Ally with the enhancements "Minion" (due to his Slave Mentality) and "Special Abilities" (because he can create new servitors for you.) You can choose any frequency of appearance, and may improve this later on with earned points. If you lack the points to buy your victim as an Ally - even at a frequency of "6 or less" - he will still be infected but he will not become your slave.

Dominance persists until you die (truly die, for undead), or your slave grows in power and you cannot (or choose not to) spend the points to keep him as an Ally, or the GM rules the curse is broken via supernatural means. If any of these things occur, your victim will lose Slave Mentality and become free-willed. You may use the points spent on your former Ally to dominate new victims.

See Infectious Attack for the disadvantageous form of Dominance.

Double-Jointed -- see Flexibility

Duplication (M/P, Ex) -- 35 points/copy
You can split into two or more bodies ("Dupes"), each possessing your full knowledge and powers (but not copies of your equipment, unless you buy a special enhancement). It takes one second and a Concentrate maneuver to separate or merge. When your Dupes merge, your FP and HP are the average of all your copies' FP and HP at that time. Your combined self remembers everything experienced by any Dupe.

Dupes have no special ability to coordinate with one another. For that, buy Telesend (see Telecommunication). If your Telesend works only with your Dupes, you may take the Racial limitation. You may combine Telesend with a Mindlink with your Dupes, in which case you are in constant telepathic contact - no die rolls required.

If one of your Dupes dies, all the others immediately take 2d damage and are stunned. This is mental stun if you define Duplication as a mental trait, physical stun if you define it as a physical trait. The IQ or HT roll to recover is at -6. You also lose the points you spent for that Dupe. The GM may allow you to buy back a dead Dupe with unspent points. Alternatively, an Extra Life will let you bring back any one dead Dupe. Your point value drops by the price of the Extra Life, but this is cheaper than buying back a Dupe.

Special Enhancements
Duplicated Gear: Your Dupes appear with copies of Signature Gear that you are carrying or wearing. Duplicated equipment vanishes when you merge, even if it becomes separated from you. Treat your equipment's HP, ammunition, energy supply, etc. just like your own HP and FP when you merge. +100%.
No Sympathetic Injury: If one of your Dupes is killed, the others are not stunned or hurt. +20%.

Special Limitations
Digital: Your Dupes are software copies of your mind, not physical copies of your body. They can possess other computers or occupy spare Puppets. You may only take this limitation if you have both Digital Mind and Possession (Digital). -60%.
Shared Resources: Your Dupes do not share your full FP and HP; instead, you must distribute your FP and HP among them. For instance, if you had 15 HP and one Dupe, you could split your HP 7 and 8, 2 and 13, or in any other combination that totaled 15. You need not distribute FP and HP proportionally; with 15 HP and 15 HP, you could give one copy 3 FP and 9 HP and the other 12 FP and 6 HP. When your bodies re-combine, add their FP and HP instead of averaging. -40%.

Eidetic Memory (M) -- 5 or 10 points
You have an exceptionally good memory. Anyone may attempt an IQ roll to recall the general sense of past events - the better the roll, the truer the memory, but the details are sketchy. With this talent, you automatically succeed at these 'memory rolls', and you often recall precise details. This trait comes in two levels:

Eidetic Memory: You automatically remember the general sense of everything you concentrate on, and can recall specific details by making an IQ roll. It is possible to 'learn' this advantage in play (bards and skalds often acquire it to recall poems and songs). 5 points.
Photographic Memory:
As above, but you automatically recall specific details, too. Any time you, the player forget a detail your character has seen or heard, the GM or other players must remind you - truthfully! 10 points.

This trait affects recall, not comprehension, and so does not benefit skills. However, it gives a bonus whenever the GM requires an IQ roll for learning: +5 for Eidetic Memory, +10 for Photographic Memory.

Elastic Skin (P, Ex) -- 20 points
You can alter your skin and facial features (but not clothing or makeup) to duplicate those of another member of your race or a very similar race. This takes 10 seconds, and requires a Disguise roll if you try to duplicate a particular individual. It takes three seconds to return to your original form. This ability gives +4 to all Disguise rolls.

Empathy (M) -- 5 or 15 points
You have a 'feeling' for people. When you first meet someone - or are reunited after an absence - you may ask the GM to roll against your IQ. He will tell you what you 'feel' about that person. On a failed IQ roll, he will lie!

This talent is excellent for spotting impostors, possession, etc., and for determining the true loyalties of NPCs. You can also use it to determine whether someone is lying... not what the truth is, but just whether they are being truthful with you.

Sensitive: Your ability is not entirely reliable; the IQ roll is at -3. You get +1 to your Detect Lies and Fortune-Telling skills, and to Psychology rolls to analyze a subject you can converse with. 5 points.
Empathy:
Your ability works at full IQ, and the bonus to Detect Lies, Fortune-Telling, and Psychology is +3. 15 points.

This advantage works only on sapient (IQ 6+), natural beings. The equivalent talents for animals, plants, and supernatural entities are Animal Empathy, Plant Empathy, and Spirit Empathy, respectively.

Enhanced Defenses (M) -- Variable
You are unusually adept at evading attacks! This may be due to careful observation of your foe, focusing chi, or anything else that fits your background. There are three versions:

Enhanced Block: You have +1 to your Block score with either Cloak or Shield skill. You must specialize in one particular Block defense. 5 points.
Enhanced Dodge:
You have +1 to your Dodge score. 15 points.
Enhanced Parry:
You have +1 to your Parry score. You may take this advantage for bare hands (5 points), for any one Melee Weapon skill (5 points), or for all parries (10 points). 5 or 10 points.

This talent is definitely cinematic! The GM might require Trained By A Master or Weapon Master as a prerequisite. He may choose to allow warriors to buy this trait with earned points. He might even permit multiple levels of each Enhanced Defense, in which case the point cost is per +1 bonus. Note that bonuses larger than +3 are almost certainly unbalanced, even in 'over-the-top' games!

Enhanced Move (P, Ex) -- 20 points/level
You can really move! Each level of Enhanced Move doubles your top speed in one environment: Air, Ground, Space, or Water. You may also take a half-level of Enhanced Move, either alone or with any whole number of levels; this costs 10 points and multiplies Move by 1.5.

Example 1: A super buys Enhanced Move 4 (Ground), for 80 points. He multiplies his Move by 2 x 2 x 2 x 2 = 16. If his Basic Move were 8, he could run at 128 yards/second (262 mph).
Example 2: An avian race has Enhanced Move 2.5 (Air), for 50 points. All members of the race multiply their top airspeed by 2 x 2 x 1.5 = 6.

Your multiplied Move is your top speed. Record it in parentheses after your Enhanced Move trait; for instance, the super in the example above would write "Enhanced Move 4 (Ground Speed 128)." You can always choose to accept a slightly lower top speed if you want your speed to match that of a real-world or fictional creature or vehicle with a known top speed. This does not give you back any points.

Enhanced Move does not affect Basic Speed, Basic Move, or Dodge. Its benefits apply only when moving along a relatively straight, smooth course (see Sprinting). It does have some defensive value, however: those who attack you with ranged attacks must take your speed into account when calculating speed/range modifiers.

Most forms of Enhanced Move have prerequisites. Enhanced Move (Water) requires Amphibious or Aquatic. Enhanced Move (Air) requires Flight. Enhanced Move (Space) requires Flight with the Space Flight or Newtonian Space Flight enhancement, and affects movement in space - not airspeed. To move faster in air and in space, buy both Enhanced Move (Air) and Enhanced Move (Space).

Special Enhancements
Handling Bonus: You get a bonus to DX or vehicle operation skill (e.g., Driving) for the sole purpose of maintaining control at speeds above your Basic Move. +5% per +1, to a maximum of +5.

Special Limitations
Handling Penalty: You have a penalty to DX or vehicle operation skill at high speeds. -5% per -1, to a maximum of -5.
Newtonian: This is a limitation for Enhanced Move (Space). Your space 'top speed' is actually your 'delta-v': the total velocity change you can manage before running out of reaction mass. Once you have made velocity changes equal to your top speed, you must refuel before you can change velocity again. -50%.
Road-Bound: This is a limitation for Enhanced Move (Ground). Your Enhanced Move is effective only on a smooth, flat surface, such as a road or building floor. This is often taken in conjunction with the Wheeled disadvantage. -50%.

Enhanced Time Sense (M, Ex) -- 45 points
You can receive and process information dramatically faster than the human norm. This improves your mental speed - notably your reaction time - but not how fast you physically move once you react. This has several game benefits.

First, Enhanced Time Sense (ETS) includes Combat Reflexes and provides all the benefits of that advantage. You cannot buy Combat Reflexes if you have ETS; the two advantages are not cumulative.

In combat, you automatically act before those without ETS, regardless of Basic Speed. If more than one combatant has ETS, they act in order of Basic Speed, and they all get to act before those who lack ETS.

You can perceive things that happen too fast for most people to discern. For example, you cannot be fooled by a projected image, because you can see the individual frames of the film. If secret information is being sent as a high-speed 'burst', you can detect it if you're monitoring the transmission (you cannot necessarily decipher it, but you know it's there). At the GM's discretion, you get a Sense roll to spot objects moving so fast that they are effectively invisible; for instance, bullets in flight. ETS is extremely valuable if you possess magical or psionic defenses that work at the speed of thought.

If you have ETS, your rapid thought processes always allow you to ponder a problem thoroughly and respond in the manner you think best. You never suffer skill penalties for being mentally 'rushed' - although you still need the usual amount of time to complete a physical task, and suffer the usual penalties for hasty work. The GM can almost never tell you to make up your mind right now. (But don't abuse this privilege by taking half an hour to decide what to do in each turn in combat!)

The exception is when something happens so fast that most people can't perceive it at all. In that case, the GM is justified in asking you for an immediate response, since those without ETS get no response.

ETS does not 'slow down' the world from your viewpoint. You can still enjoy a movie by simply ignoring the frames, much as a literate person can choose whether or not to notice the individual letters in the words he's reading. ETS also does not let you violate the laws of physics. Some things (e.g., laser beams) simply travel too fast for you to react.

Enhanced Tracking (P, Ex) -- 5 points/level
You can 'track' more than one target - whether with a built-in sensor array or eyes that can swivel independently, like those of a chameleon. An Aim or Evaluate maneuver normally applies to a single target. Each level of Enahnced Tracking allows your maneuver to apply to one additional target. You can only track targets that you can detect, and you cannot Aim at more targets than you have ready weapons to Aim with.

Extended Lifespan (P, Ex) -- 2 points/level
An average life cycle is defined as maturity at age 18, with aging effects starting at age 50 and accelerating at ages 70 and 90. Each level of Extended Lifespan doubles all these values. Note that if you need to take more than seven levels of this trait (giving maturity at age 2,304 and the onset of aging at age 6,400), it is more efficient to take Unaging.

Extra Arms (P, Ex) -- Variable
In GURPS, a limb with which you can manipulate objects is an arm, regardless of where it grows or what it looks like. A normal arm can strike a blow that inflicts thrust-1 crushing damage based on ST. The human norm is two arms for 0 points. Extra arms have a base cost of 10 points apiece.

Coordination
You can use extra arms freely for multiple noncombat tasks. For instance, with three arms, you could perform a one-handed task (e.g., use a computer mouse) and a two-handed task (e.g., type) simultaneously. You need Enhanced Tracking to perform tasks that require attention to events in more than one place at a time, however.

You can also use all of your arms in concert for a single combat maneuver where extra arms would be helpful; e.g., grappling in close combat. And if you have at least three arms, you can use a shield normally with one arm and still wield a two-handed weapon, just as a normal human fighter can use a shield and one-handed weapon at the same time.

No matter how many arms you have, though, you do not get additional attacks (or other extra maneuvers) in combat unless you buy Extra Attacks.

Close Combat with Extra Arms

Extra arms give a huge advantage in close combat. You cannot punch with more than one arm at a time unless you have Extra Attack, but you may grapple with all of your arms at once. Each extra arm of regular length or longer, over and above the generic set of two, gives +2 to any attempt to grapple or break free from a grapple. Having more arms than your opponent also give +3 on any attempt to pin or resist a pin.

Special Enhancements
Extra-Flexible: Limbs with this enhancement are more flexible than human arms, like tentacles or an elephant's trunk. These limbs can always reach and work with other limbs, regardless of body positioning, general layout, or 'right' and 'left.' +50%.
Long: Your arm is longer in proportion to your body than a human arm relative to the human body. This increases your effective SM for the purpose of calculating reach with that arm (see Size Modifier and Reach, p402.) This does affect the reach of melee weapons wielded in that hand. Each +1 to SM also adds +1 per die to swinging damage. +100% per +1 to SM.

Special Limitations
Foot Manipulators: Your 'arm' is really an unusually dextrous leg. You cannot walk while you are manipulating objects with it (although you can sit, float, or fly). This is a Temporary Disadvantage limitation, the disadvantage being Legless. This kind of arm is usually - but not always - Short (see below). -30%.
No Physical Attack: The limb can manipulate but cannot punch or wield melee weapons, and gives no bonus in close combat. It can still wield a firearm or similar ranged weapon. -50%.
Short: The arm has reach 'C' (close combat only), and lacks the leverage to use any weapon that must be swung. Subtract one yard from the reach of any melee weapon wielded by that limb. If all of your arms are short, you are at -2 on any attempt to grapple. -50%.
Weak: The arm has less than your full body ST for lifting, striking, and grappling. -25% if the arm has half your body ST, or -50% if it has 1/4 your body ST (round down in both cases).
Weapon Mount: Instead of an arm, you have a 'hardpoint' where you can mount a weapon. This may be biological, mechanical, or a hybrid of the two, depending on whether you are a living being, a machine, or a cyborg. You cannot use this mount for any purpose other than bearing a weapon. This limitation is incompatibel with Feet Manipulator, No Physical Attack, Short, and Weak -80%.

Modifying Beings With One or Two Arms
Beings with one or two arms can use the special modifiers above. Point cost is equal to 1/10 the percentile modifier per affected arm. Thus, enhancements become advantages and limitations become disadvantages. For instance, Short is -50%, so it is worth -5 points per arm. Someone with two short arms would have a -10-point disadvantage.

Those with one arm can only apply these modifiers once, but also get the -20 points for One Arm. For instance, an elephant's trunk would be Extra-Flexible (+50%), Long (+100%), and Weak (-50%). These modifiers total +100%, for a 10-point advantage. The -20 points for One Arm would make the net cost -10 points.

Extra Attack (P) -- 25 points/attack
You can attack more than once per turn. The 'default' assumption in GURPS is that you can make one attack per turn, no matter how many limbs you have. Each Extra Attack allows one additional attack per turn. You may not have more attacks than you have limbs (arms, legs, etc.), natural weapons (Strikers, Teeth, etc.), and attack powers (Afflictions, Bindings, and Innate Attacks) with which to attack. The GM's word on what constitutes an 'attack' is final.

A normal human can purchase one Extra Attack. This lets him attack with both hands at once, and represents unusually good coordination. Supers and nonhumans have no such limitation. A super-powered cop could buy two Extra Attacks, enabling him to shoot rays from his eyes, fire his pistol, and swing his nightstick all at once. A dragon might take four Extra Attacks and attack five times with any combination of his four clawed limbs, teeth, horns, tail, and fiery breath!

Extra Attack is exactly that: an extra Attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an 'off' hand (see Ambidexterity) or let you take multiple Aim maneuvers (see Enhanced Tracking). You may use some of your attacks for Feint maneuvers, but you may not take multiple actions of other kinds - that requires Altered Time Rate.

Extra Attacks and All-Out Attack

When an individual with Extra Attacks makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. He could not, for instance, take All-Out Attack (Determined) with one attack and All-Out Attack (Strong) with another. If he chooses All-Out Attack (Double) to increase his number of attacks, he gets one additional attack.

Extra Attacks and Rapid Strike

You may use one of your melee attacks to make a Rapid Strike on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn.

Extra Head (P, Ex) -- 15 points/head
You have more than one head, each with fully functional ears, eyes, mouth, etc. Each Extra Head gives you one Extra Mouth and one level of Enhanced Tracking at no extra charge. Each head also contains an extra brain with a complete copy of your memories, personality, and skills. These extra brains are 'backups', however, and do not grant additional mental actions - for that, take Compartmentalized Mind.

You cannot suffer more than 2 x (your HP/number of heads) points of injury from any single attack to your head or neck. Any head blow that causes unconsciousness only knocks out that one head; the others continue to function! A critical head blow that would normally kill you simply destroys that head, inflicting the maximum injury noted above and crushing, severing, or exploding the head (GM's option).

Special Limitations
Extraneous: Your Extra Head grants Extra Mouth and Enhanced Tracking, but does not contain a backup brain. A single blow to an Extraneous head can do no more than HP/(1.5 x number of heads) points of injury, but blows to your real head can cause stun, knockout, or death even if your other heads are unharmed. -20%.

Extra Legs (P, Ex) -- Variable
If you can walk on a limb but cannot use it to manipulate objects, it is a leg in GURPS (for legs that double as arms, see Extra Arms). A normal leg can kick for thrust/crushing damage at your usual reach (1 yard for a human). The human norm is two legs, which costs 0 points. It costs points to have more than two legs:

Three or four legs: If you lose a leg, you can continue to move at half Move (round down). Loss of a second leg causes you to fall. 5 points.
Five or six legs:
Each leg lost reduces Move by 20% until only three legs are left. At that point, your Move is 40% normal. Loss of another leg causes you to fall. 10 points.
Seven or more legs:
Each leg lost reduces Move by 10% until only three legs are left. At that point, your Move is 40% normal. Loss of another leg causes you to fall. 15 points.

You can apply the following modifiers to all your legs:

Special Enhancements
Long: Your legs are longer in proportion to your body than human legs relative to the human body. This increases your effective SM for the purpose of calculating reach when kicking (see Size Modifier and Reach, p402) and when clambering over obstacles. +100% per +1 to SM.

Special Limitations
Cannot Kick: You cannot use your legs to kick for damage. -50%.

Modifying Beings With Two Legs
The modifiers above can be applied to creatures with only two legs. Point cost is equal to 1/10 the percentile modifier. For instance, a human with Cannot Kick (-50%) would have a -5-point disadvantage.

Extra Life (M, Ex) -- 25 points/life
You can come back from the dead! No matter how sure your foes were that they killed you, you didn't really die. Work out the details with the GM. Every time you come back from the dead, you use up one Extra Life - remove it from your character sheet and reduce your point total by 25 points. The GM may wish to let players spend earned points to buy Extra Lives in play.

Special Limitations
Copy: When you die, you revert to a 'backup copy.' To create this copy takes minutes or hours, possibly at a special facility. Details are up to the GM. Make a copy of your character sheet whenever you update your backup. If you die, you revert to those statistics, losing any traits or character points acquired since then. Note that a copy exists before you die. You must tell the GM where you store it. You will return to life at that location... and if your enemies discover where you store your copy, they may tamper with it! -20%.
Requires Body: You come back in disembodied state - for instance, as a spirit or a digital copy on a computer. All your experiences and abilities are intact (unless you took Copy), but you cannot interact with the physical world at all until you acquire a new body. This might be a clone, an undead corpse, or even a robot 'shell.' -20%, or -40% if the required body is illegal, rare, or expensive (GM's decision).

Extra Mouth (P, Ex) -- 5 points/mouth
You have more than one functional mouth, which can be anywhere on your body. All of your mouths are capable of breathing, eating, and speaking. An Extra Mouth lets you bite more than once if you have Extra Attacks. If you have Compartmentalized Mind, you can carry on multiple conversations, or cast two spells that require spoken words. Other benefits include being hard to silence or suffocate, and being able to sing in harmony with yourself!

Fashion Sense -- see Age and Beauty

Favor (So) -- Variable
You saved someone's life, kept silent at the right time, or otherwise did someone a good turn. Now he owes you one.

A Favor is a one-shot Ally, Contact, Contact Group, or Patron. Work out the point cost of the parent advantage, and then divide it by 5 (round up) to get the cost of the Favor. The catch is that the NPC(s) in question will help you out once ... and only once.

When you wish to 'collect' on your Favor, the GM rolls against the frequency of appearance of the underlying advantage. On a failure, you couldn't reach your 'friend' in time, or he couldn't comply, but you still have your Favor coming. You may try again on a later adventure.

On a success, you get what you want (subject to the limits of the advantage). But this discharges the obligation: remove the Favor from your character sheet and reduce your point total appropriately. However, if the roll is a 3 or 4, your 'friend' still feels indebted to you, and you retain the Favor... at least until next time.

You may buy a Favor in play, just like any trait of this kind. The GM may also wish to include a Favor as part of the reward for a successful adventure.

Fearlessness (M) -- 2 points/level
You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you make a Fright Check or must resist the Intimidation skill or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you.

Filter Lungs (P, Ex) -- 5 points
Your respiratory system can filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). You suffer no ill effects from such things. This is especially useful in polluted cities and on alien worlds. Note that if you have Doesn't Breathe, you do not need this advantage!

Fit (P) -- 5 or 15 points
You have better cardiovascular health than your HT alone would indicate. This comes in two levels:

Fit: You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.) This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate. 5 points.
Very Fit:
As above, but the bonus to HT rolls is +2. In addition, you lose FP at only half the normal rate. 15 points.

In both cases, this advantage applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power psi or magic spells.

Flexibility (P) -- 5 or 15 points
Your body is unusually flexible. This advantage comes in two levels:

Flexibility: You get +3 on Clinbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to break free in close combat. You may ignore up to -3 in penalties for working in close quarters (including many Explosives and Mechanic rolls). 5 points.
Double-Jointed:
As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on Climbing, Erotic Art, and Escape rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters. 15 points.

Flight (P, Ex) -- 40 points
You can fly. The 'default' is full-fledged, self-powered flight without wings or gliding surfaces. This works at any altitude where there is still significant atmosphere - but in the upper atmosphere, you'll need a way to survive in very thin, cold air (e.g., Doesn't Breathe and Temperature Tolerance). You cannot fly in a trace atmosphere or vacuum.

Your flight Move is Basic Speed x 2 (drop all fractions). As explained in Move in Other Environments, you can adjust this for +/-2 points per +/-1 yard/second. For very high speeds, take Enhanced Move (Air). If you do not have any of the Controlled Gliding, Gliding, Lighter Than Air, Small Wings, Space Flight Only, or Winged Flight limitations, you can also 'fly' at half-speed underwater. Flight includes the ability to hover at Move 0 as well.

Flight does not confer the ability to do complex acrobatics and tight turns; for that, buy Aerobatics skill. Flight skill improves endurance.

You can alter most of the above assumptions through special modifiers.

Special Enhancements
Newtonian Space Flight: As Space Flight (below), except that your space Move - or your space top speed, if you have Enhanced Move (Space) - is actually your 'delta-v': the total velocity change you can manage in space before running out of reaction mass. For instance, you could accelerate up to your delta-v and stay there (like a missile), or to half your delta-v and then decelerate to a stop at the end of your trip (like a conventional spacecraft). Once you have made velocity changes equal to your delta-v, you must refuel before you can change your velocity in space again. +25%.
Space Flight: You can fly in space or a vacuum (such as on the moon). Your space Move is Basic Speed x 2. If you want to be able to accelerate constantly to reach a higher top speed, like a rocket, buy Enhanced Move (Space). This will let you accelerate or decelerate each turn by an amount equal to your space Move, up to your enhanced top speed. For a 'realistic' space move that lets you accelerate indefinitely in a vacuum (up to the speed of light), you'll want Enhanced Move 25-27 (Space). This is incompatible with all other special modifiers except Space Flight Only. +50%.

Special Limitations
Cannot Hover: You must always move at least 1/4 your top airspeed (round up) when flying. This is incompatible with Controlled Gliding and Gliding. -15%.
Controlled Gliding: Like Gliding (below) in most respects, but you can gain altitude by riding updrafts or 'thermals.' A typical ascent rate is one yard per second. You can locate thermals, if any are present, on a successful IQ or Meteorology roll (one attempt per minute). -45%.
Gliding: You cannot gain altitude. With a running leap, you can launch yourself with an air Move equal to Basic Move. Each turn, you can change velocity by up to 10 yards/second x local gravity in Gs (Earth's gravity is 1G). To accelerate, you must descend by 1 yard for each 1 yard/second added to velocity; top speed is Basic Move x 4 (but you can go faster if towed). To decelerate, you must fly level. If you do not descend at least 1 yard, you automatically decelerate by 1 yard/second that turn. When working out turning radius, your basic air Move is 10 x local gravity in Gs. Each level of Enhanced Move (Air) either doubles top speed or halves deceleration in level flight (e.g., one level means you only lose 0.5 yard/second in level flight); specify which when you buy it. -50%.
Lighter Than Air: You fly by becoming lighter than air (or gaseous). A wind moves you 1 yard/second, in the direction it is blowing, per 5 mph of wind speed. If the wind happens to be blowing in the direction you wish to travel, this adds to your Move; otherwise, your Move goes down as you fight against the breeze. -10%.
Low Ceiling: You cannot fly very high. This does not limit speed in any way, but the GM may require Aerobatics rolls to dodge obstacles near the ground. A 30-foot ceiling is -10%; a 10-foot ceiling is -20%; and a 5-foot ceiling is -25%.
Small Wings: As Winged (below), except that your wingspan is no more than half your height. You use your wings to steer and to stabilized your flight - not to lift. If your wings are crippled in flight, roll against Aerobatics skill (or default) to land safely. -10%.
Space Flight Only: You can only take this in conjunction with Space Flight or Newtonian Space Flight. You can fly only in space; you have air Move 0 in atmosphere. You require a boost to reach space from any planet with an atmosphere, and are incapable of atmospheric reentry. -75%.
Winged: You use large wings or skin flaps to fly. Wingspan is at least twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crippled (more than 1/3 of your wings, if you have more than two), you cannot fly. Treat wings as arms for the purpose of targeting and crippling. If you wish to strike blows or manipulate objects with your wings, you must pay for them as Strikers or Extra Arms in addition to the cost of Flight. -25%.

Gadgeteer (M) -- 25 or 50 points
You are a natural inventory. You can modify existing equipment and - given sufficient time and money - invent entirely new gadgets as described under Gadgeteering (p475). This lets you design gadgets quickly, and makes it easy to realize higher-TL innovations. This advantage comes in two levels:

Gadgeteer: You are a 'cinematic' gadgeteer, but your work still takes days or months, and requires a good deal of money and expensive equipment. 25 points.
Quick Gadgeteer:
You can throw together wondrous gadgets in minutes or hours, and can get by with scrounged-together spare parts that cost a few percent of what a 'realistic' inventor would have to spend. This level is definitely unsuitable for realistic campaigns! 50 points.

G-Experience (M) -- 1 to 10 points
You have experience working in one or more gravitational fields other than your native one, and your reflexes adapt quickly to the way objects move and fall in those fields. You suffer only half the usual DX penalty for different gravity (see Different Gravity, p350). In situations where low gravity would make a task easier, you roll at full DX, plus the bonus for low gravity, plus an extra +1. For instance, if a normal person would get +2 to catch a ball in low gravity, you would get +3.

This trait costs 1 point per gravity field with which you have experience. For instance, an Earth native who works on the moon might have G-Experience (0.16G). To enjoy the benefits of G-Experience in all gravity fields, buy G-Experience (All) for 10 points.

Gifted Artist -- see Talent

Gizmos (M) -- 5 points/gizmo
You always seem to have just the piece of gear you need. Once per game session per level of this advantage, you may pull out one small item of equipment that you could have been carrying. This 'gizmo' remains undefined until you reveal it. It does not even 'enter play' until you take it out; thus, it cannot be damaged, lost, stolen, or found in a search.

A Gizmo must be small enough to fit in an ordinary coat pocket, and must meet one of three criteria:

1. An item you own but did not specifically state you were carrying. For instance, if you own a handgun, and get ambushed while driving to church, you could pull out your pistl - even if the police searched your vehicle five minutes ago and found no weapons!

2. An item that you probably own, and that is in keeping with your character concept, but that is minor or ignorable enough to leave unspecified. For instance, a policeman might happen to be carrying a spare handcuff key, while a wizard might have some eye of newt. The GM has the final say, but should be lenient if the item you wish to have is consistent with your character story.

3. An inexpensive device widely available at your tech level. For instance, if you need to light the fuse on some dynamite, you could pull out a box of matches - and they would work, even if you just took an involuntary swim in the creek.

Each Gizmo you can use per game session (maximum of three) costs 5 points. Note that this ability is not realistic! The GM may wish to limit it further, or forbid it, in a realistic campaign.

Gadgeteers and Gizmos
Those with the Gadgeteer advantage have more latitude. In addition to the usual items available, a Gadgeteer may specify that his Gizmo is one of his inventions (which must still be small). Instead of pulling an existing gadget 'out of his pocket', a Gadgeteer can use his Gizmo to let him build what he needs on the spot. He must still possess or find the appropriate materials, and know any required skills. The GM should roll secretly against the relevant skill, at -2 or worse. A failed roll means the device doesn't work (this still 'uses up' the Gizmo). A critical failure means the device backfires spectacularly!

Green Thumb -- see Talent

Growth (P, Ex) -- 10 points/level
You can grow - really grow! As your size increases, so must your ST (or you would collapse under your own weight). Your equipment doesn't change size!

Each level of Growth lets you increase your Size Modifier by +1. Find your final height from the Size Modifier Table. Increases in SM affect your arm and leg length when calculating reach adn determining whether you can negotiate obstacles; see Size Modifier and Reach. It takes one second to modify your SM by +1 (or by -1 as you return to normal size).

If you attempt to grow in a room, vehicle, container, etc. that isn't large enough to hold you, your growth normally stops. However, if maximum thrust damage for your current ST is greater than the wall or ceiling's DR, you burst through it. This takes one second per point of DR.

You must buy the ST necessary to support your form separately. This is 5 x final height in yards. If your ST increases with height and is only available when you grow, you may buy it with the Size limitation (see Strength). Use your maximum SM to determine the limitation value. At intermediate SMs, find your height as a fraction of your maximum height. This is the fraction of your extra ST available to you at that SM (round down).

Example: A 6'-tall character (SM 0) has Growth 4. He can grow to SM +4, giving him a maximum height of 10 yards. He must buy ST 50 to support himself. If he has ST 15 and gains +35 ST only at full height, he may buy his +35 ST with a -40% Size limitation. At SM +1, he will be 3 yards tall. This is 30% of his final height, so he will have 30% of +35 ST, or +10 ST, for ST 25. Similarly, he'll be 5 yards tall with ST 32 at SM +2, 7 yards tall with ST 39 at SM +3, and 10 yards tall with ST 50 at SM +4.

Special Modifiers
Maximum Size Only: You can only assume normal or maximum size. Instead of growing at +1 SM per second, you grow to your maximum SM - or revert back to your usual SM - in one second. The limitation of no intermediate SMs (restricting your use of this ability in close quarters) cancels out the enhancement of rapid growth (a useful benefit in combat). +0%.

Gunslinger (M) -- 25 points
You can make uncannily precise shots without aiming. This ability works with any weapon that uses Beam Weapons, Gunner, Guns, or Liquid Projector skill. It gives no bonuses when using muscle-powered missile weapons (but the GM is free to introduce a low-tech version that works with Blowpipe, Bow, Crossbow, Sling, etc.)

When firing single shots (RoF 1-3) from a one-handed weapon, you get the Accuracy bonus of your weapon without the need for an Aim maneuver. When using a two-handed weapon or automatic fire, you get half the Accuracy bonus (round up) without the need to Aim. If you do Aim, you always get full Acc, and bracing, scopes, and additional seconds of Aim provide the usual benefits.

This ability is intended for cinematic games with an 'action movie' ambience. The GM may wish to forbid it in a completely realistic campaign.

Hard to Kill (P) -- 2 points/level
You are incredibly difficult to kill. Each level of Hard to Kill gives +1 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.) If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time - see Recovering from Unconsciousness (p423). A successful Diagnosis roll (or a Mechanic roll, for machines) reveals the truth.

Example: Bruno has HT 12, 15 HP, and Hard to Kill 4. He takes 45 points of damage, which reduces him to -30 HP. He must make two HT rolls to survive: one at -15 HP, one at -30 HP. He rolls an 11 for the first one, but on the second roll, he gets a 14. This is above his HT (12), but below his modified HT (12 + 4 = 16). He passes out, and his foes leave him for dead. Roughly a day later, he'll regain consciousness - injured, but not dead!

In a realistic campaign, the GM may wish to limit characters to Hard to Kill 1 or 2.

Hard to Subdue (P) -- 2 points/level
You are hard to knock out. Each level of Hard to Subdue gives +1 to any HT roll to avoid unconsciousness - whether as a result of injury, drugs, or ultra-tech weapons - and to resist supernatural abilities that cause unconsciousness. In a realistic campaign, the GM may wish to limit characters to Hard to Subdue 1 or 2.

Healer -- see Talent

Healing (M, Ex) -- 30 points
You have the ability to heal others. You must be in physical contact with the subject. To activate your power, concentrate for one second and make an IQ roll. Roll at -2 if the subject is unconscious.

You can use Healing in two ways:

Heal Injuries: On a success, you can heal any number of HP. This costs you 1 FP per 2 HP healed (round up). Failure costs 1d FP, but you can try again; critical failure also causes the recipient 1d damage. Even 1 HP of healing will stop bleeding. By rolling at -6, you can repair a crippled but whole limb if you completely heal the HP lost to the crippling injury. For instance, to heal a hand crippled by 4 points of damage, make an IQ-6 roll and spend 2 FP. Each healer gets only one attempt per crippled limb. Healing cannot restore lost limbs or bring back the dead.
Cure Disease: This requires an IQ roll at a modifier determined by the GM - from +1 for the common cold to -15 for AIDS. The FP cost is equal to twice the penalty, minimum 1 FP. For instance, it would cost 6 FP to cure a disease that calls for an IQ-3 roll.

If used more than once per day on a given subject, apply a cumulative -3 per successful healing of the same type (injury or disease) on that subject. This peanlty accumulates until a full day has passed since the most recent healing.

Healing works on your own race and on all 'similar' races. In a fantasy campaign, for instance, all warm-blooded humanoid races (elves, dwarves, orcs, halflings, etc.) would be 'similar.'

Special Enhancements
Faith Healing: Your power works by channeling spiritual energy. This lets you cure anyone the spirits or gods deem worthy of healing, regardless of race. However, you (and possibly your subject) must behave in a manner consistent with the interests and moral codes of your supernatural allies, or this ability will not work. You may not combine Faith Healing with Own Race Only or Xenohealing. +20%.
Xenohealing: You can heal beings quite dissimilar from yourself. Examples, assuming you are human: All Mammals, +20%; All Earthly Life, +40%; All Carbon-Based Life, +60%; Anything Alive, +80%; Anything Animate (including undead, golems, etc), +100%.

Special Limitations
Disease Only: You can only cure disease. -40%.
Injuries Only: You can only heal injuries. -20%.
Own Race Only: This is only available in campaigns with multiple sapient races. -20%.
Psychic Healing: Your ability is part of the Psychic Healing psi power. -10%.

Hermaphromorph (P, Ex) -- 5 points
You can switch among fully functional neuter, male, and female forms. The process takes 10 seconds (Preparation Required, Takes Extra Time, and Takes Recharge are common limitations).

High Manual Dexterity (P) -- 5 points/level
You have remarkably fine motor skills. Each level (to a maximum of four) gives +1 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clockwork). This bonus doesn't apply to IQ-based tasks or large-scale DX-based tasks, nor does it apply to combat-related die rolls of any kind.

High Pain Threshold (P) -- 10 points
You are as susceptible to injury as anyone else, but you don't feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning - and if you are tortured physically, you get +3 to resist. The GM may let you roll at Will+3 to ignore pain in other situations.

High Pain Threshold is included in Supernatural Durability; if you have the latter disadvantage, you cannot take this one.

High TL -- see Social Background

Higher Purpose (M, Su) -- 5 points
You are driven to exceed your normal limits in one specific pursuit. You must state this exactly as if it were a Code of Honor disadvantage: 'Defend all women,' 'Slay all demons,' etc. If, in the GM's judgment, you are unfaltering in your pursuit of your Higher Purpose, you get +1 to all die rolls that pertain directly to the pursuit of your cause. If you deviate from your Higher Purpose, you lose this bonus... and the GM is free to penalize you for bad roleplaying just as if you had ignored a Code of Honor.

A Higher Purpose must be specific. Higher Purposes such as 'Fight evil' or 'Oppose authority figures' are too broad to be balanced. In addition, a Higher Purpose must entail genuine risk and inconvenience. The GM should not allow pragmatic Higher Purposes like 'Faithfully serve my superiors.' All Higher Purposes are subject to GM approval.

Hyperspectral Vision (P, Ex) -- 25 points
Your vision extends across the infrared, visible, and ultraviolet portions of the spectrum. This integrated picture often reveals details that are invisible to those who merely possess normal vision, Infravision, or Ultravision.

Hyperspectral Vision grants near-perfect night vision: you suffer no vision or combat penalties if there is any light at all. In total darkness, it functions exactly like Infravision. This trait also gives +3 on all Vision rolls; on all rolls to spot hidden clues or objects with Forensics, Observation, or Search skill; and on all Tracking rolls.

If you possess Hyperspectral Vision, you cannot also have Infravision or Ultravision. This trait is essentially a higher level of both those advantages. Its game effects replace the specific effects of those traits.

As described, this trait emulates realistic TL7+ sensors. The GM may permit supers to take the two special enhancements below. Neither is appropriate for real-world sensors!

Special Enhancements
Extended Low-Band: You perceive radiation below the infrared, allowing you to 'see' microwave, radar, and radio sources. This gives no special ability to understand radio signals! +30%.
Extended High-Band: You sense radiation above the ultraviolet, allowing you to 'see' X-ray and gamma ray sources. +30%.

Illuminated (M, Su) -- 15 points
You are an 'Illuminatus' in the original sense of the word - you are enlightened. You know what's going on, and you know it intuitively.

You can discern other Illuminati on sight, with no possibility of error. Furthermore, whenever the GM requires a roll against a skill such as Current Affairs, Hidden Lore, or Intelligence Analysis to tell whether a certain strange occurrence is truly a coincidence or the result of a conspiracy, you may roll against the higherof your IQ and the specific skill in question. Finally, you can perceive and communicate with supernatural beings who are tied to Illuminated conspiracies in your game world (GM's decision). This gives you no special ability to control them, but they recognize you and treat you with a certain respect: +3 on reaction rolls.

The only drawback is that other Illuminati and spiritual beings are able to perceive your Illuminated nature, and there's nothing you can do about it except stay out of sight.

This advantage is best suited to mystical or fantastic campaigns. It is rarely appropriate in 'mundane' conspiracy campaigns. The GM is the final judge of who may possess this trait.

Improved G-Tolerance -- 5 to 25 points
You can function under a wide range of gravities. For a normal human, the penalties for non-native gravity accrue in increments of 0.2G; see Different Gravity (p350). A larger increment costs points: 5 points for 0.3G, 10 points for 0.5G, 15 points for 1G, 20 points for 5G, and 25 points for 10G. Normal humans are limited to 10 points in this trait.

Independent Income -- see Wealth and Influence

Indomitable (M) -- 15 points
You are impossible to influence through ordinary words or actions. Those who wish to use Influence skills on you (see Influence Rolls, p359) must possess a suitable advantage: Empathy if you are a human or similar being, Animal Empathy if you're a beast, Plant Empathy if you're a plant, or Spirit Empathy if you're a demon, ghost, etc. Everyone else - however convincing - fails automatically. This trait often accompanies Unfazeable.

Infravision (P, Ex) -- 0 or 10 points
You can see into the infrared portion of the spectrum, allowing you to detect varying degrees of heat. This lets you fight at no penalty even in absolute darkness, if your target emits heat (this includes all living beings and most machines). It also gives you +2 on all Vision rolls to spot such targets, since their heat stands out from the background. You can follow a heat trail when tracking: add +3 to Tracking rolls if the trail is no more than an hour old.

Infravision does not let you distinguish colors, and only allows you to judge the general size and shape of heat-emitting objects, including living beings (for instance, you might have trouble telling two people of the same size apart). Roll at -4 to distinguish objects of similar size and shape. The GM may also require a Vision-4 roll to read by reflected heat. Sudden flashes of heat (e.g., a flare, fiery explosion, or infrared laser) can blind you, just as a flash of light can blind ordinary vision.

Cost depends on your capabilities:

You can only see using Infravision, and are subject to its limitations at all times: 0 points.
You can switch freely between normal vision and Infravision: 10 points.

Injury Tolerance (P, Ex) -- Variable
You have fewer physiological weaknesses than ordinary living beings. The cost of this advantage depends on the precise frailties eliminated. Note that some forms of Injury Tolerance include others, and that Diffuse, Homogenous, and Unliving are mutually incompatible.

Diffuse: Your body is fluid or particulate, composed of a swarm of smaller entities, or perhaps made of pure energy. This makes you immune to crippling injuries and reduces the damage you suffer from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets (p380). Most foes (GM's decision) cannot slam or grapple you! Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. 100 points.
Homogenous:
Your body has no vulnerable internal organs, bones, muscles, or other mechanisms. As a result, you are less susceptible to piercing and impaling attacks; see Injury to Unliving, Homogenous, and Diffuse Targets (p380). Homogenous includes the benefits of No Brain and No Vitals. This trait is intended for entities such as iron golems, trees, and slimes. 40 points.
No Blood:
You do not rely on a vital bodily fluid (like blood) for survival. You do not bleed (see Bleeding, p420), are unaffected by blood-borne toxins, and are immune to attacks that rely on cutting off blood to part of your body. 5 points.
No Brain:
Your brain - if you have one - is distributed throughout your body, or isn't your true seat of consciousness. Your opponents cannot target it for extra damage. You may have a head, but a blow to the skull or eye is treated no differently than a blow to the face (except that an eye injury can still cripple that eye). 5 points.
No Eyes:
You lack eyes or other vulnerable optics, but can somehow see despite this (unless of course you suffer from Blindness.) As you have no eyes, they cannot be attacked. You are also immune to blinding attacks. 5 points.
No Head:
You have no head at all. This includes the benefits of No Brain. As well, you lack 'skull' and 'face' hit locations, and have no need for head armor. You can still see, speak, hear, smell, taste, etc. unless you take the appropriate disadvantages. Specify how you do this (supernaturally, technologically, via organs on your torso, etc.) It is common - but not mandatory - for those with No Head to have No Neck, No Eyes, or both. 7 points.
No Neck:
You have no neck. As a result, you have no 'neck' hit location, and cannot be decapitated, choked, or strangled. 5 points.
No Vitals:
You have no vital organs (such as a heart or engine) that attackers can target for extra damage. Treat hits to the 'vitals' or 'groin' as torso hits. 5 points.
Unliving:
Your body is not composed of living flesh. You take reduced damage from piercing and impaling attacks, but are not quite as resilient as if you were Homogenous; see Injury to Unliving, Homogenous, and Diffuse Targets (p380). This trait is intended mainly for machines and corporeal undead. 20 points.

Innate Attack (P, Ex) -- Variable
You have a natural or built-in attack with which you can inflict physical damage (for nondamaging attacks, see Affliction and Binding.) Examples include a dragon's fiery breath, a robot's built-in blaster, and a god's ability to hurl lightning bolts.

By default, this is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1, although you can apply modifiers to change these statistics.

An Innate Attack inflicts 1d damage per level. Its cost per level depends on the type of damage it inflicts:

Burning (burn)
Your attack inflicts damage using flame, an energy beam, or localized electrical burns. It may ignite fires! 5 points/level.

Corrosion (cor)
Your attack involves acid, disintegration, or something similar. For every 5 points of basic damage you inflict, reduce the target's DR by 1, in addition to regular damage. (Living beings heal natural DR at the same rate as HP.) 10 points/level.

Crushing (cr)
Your attack inflicts damage through blunt impact, like a bludgeoning weapon or an explosive blast. It is likely to cause knockback, and is more effective at inflicting blunt trauma (p379) than other types of damage. 5 points/level.

Cutting (cut)
Your attack inflicts lacerations, like those caused by an axe or broken glass. Multiply penetrating damage by 1.5. Cutting attacks can inflict blunt trauma and cause knockback. 7 points/level.

Fatigue (fat)
Your attack is nonlethal. It might involve a low-amperage electric shock or a "mind blast," or even inflict a weakening effect such as hypothermia or starvation. It reduces FP, not HP, and cannot affect machines. 10 points/level.

Impaling (imp)
Your attack inflicts stab wounds, like a spear or an arrow. Double penetrating damage in flesh! Impaling attacks can target the eyes and vital organs, can inflict blunt trauma, and may slip through high-tech flexible armor. 8 points/level.

Piercing
Your attack involves a fast, blunt projectile, such as a bullet, or is sharp but too small to qualify as impaling, like a dart or a stinger. It may inflict blunt trauma, and can target the eyes and vital organs. There are four subclasses of piercing attack:

Small Piercing (pi-): Use this for very low-energy projectiles (e.g., blowgun darts), or for attacks that tend to punch through the target and leave a small wound channel (e.g., armor-piercing bullets). Against flesh, halve damage that penetrates DR. 3 points/level.
Piercing (pi):
Use this for most rifle and pistol bullets. 5 points/level.
Large Piercing (pi+):
Use this for attacks similar to large-caliber solid bullets, or for smaller projectiles that create large wound channels (e.g., hollow-point bullets). Multiply penetrating damage in flesh by 1.5. 6 points/level.
Huge Piercing (pi++):
Use this for attacks that leave an even larger wound channel than large piercing. Double penetrating damage in flesh! 8 points/level.

Toxic (tox)
Your attack inflicts cellular damage, in the manner of disease, poison, or radiation. It cannot normally affect machines. The modifiers Cyclic, Onset, and Resistible are usual, but not required. 4 points/level.

Partial Dice
You do not have to buy whole-numbered dice of damage. Each +/-1 to damage counts as +/-0.3 dice. Round the final cost up. For instance, an Innate Attack that does 1d+2 damage counts as 1.6 dice. If it were crushing (5 points/die), it would cost 1.6 x 5 = 8 points.

Special Modifiers
Many special modifiers for Innate Attack appear under Attack Enhancements and Limitations. You can use these to create almost any attack - built-in guns, lasers, jets of liquid fire, gale-force winds, etc. - and to duplicate the capabilities of weapons listed in GURPS books.

Fatigue and toxic attacks intended to simulate poison or disease require modifiers. Noxious agents on Claws, Teeth, darts, etc. use Follow-Up. Gases and sprays use Respiratory Agent or Contact Agent, often with Area Effect, Cone, or Jet. Attacks that depend on touch or on skin contact use Blood Agent or Contact Agent, plus one of Aura or Melee Attack.

Regardless of other modifiers, Innate Attacks are treated as ranged attacks unless given the Melee Attack limitation; then they're considered melee weapons.

Description
After applying all relevant modifiers, name and describe the attack. You can be as general as 'dragon fire' or as specific as '9mm machine pistol cybernetically implanted in right arm.' At the GM's discretion, the description can imply additional non-combat abilities; for instance, a jet of high-pressure water could put out fires. The GM has the final say as to whether your description fits the campaign setting, and may modify the attack if necessary.

Alternative Attacks
If you have multiple Innate Attacks, you may define them as being the same basic attack, but with different settings, ammo types, etc. Determine the cost of these 'alternative attacks' as usual, but only pay full price for the most expensive attack. Buy additional attacks at 1/5 cost (round up).

This can save a lot of points, but there are drawbacks. First, since the attacks represent a single ability, you cannot use them simultaneously, even if you are capable of multiple attacks. This also prevents you from combining them with the Link enhancement. As well, any critical failure or malfunction that disables one of your attacks disables all of them. Finally, if your most expensive attack is somehow drained or neutralized, none of the cheaper attacks will work.

You may also apply this rule to multiple Afflictions or Bindings, or any combination of these with Innate Attacks that you cannot use simultaneously. With the GM's permission, you can apply this rule to multipurpose Strikers as well.

Insubstantiality (M/P, Ex) -- 80 points
You can become insubstantial, passing through solid objects as though they weren't there. In this state, gravity does not affect you - you can move in any direction at full Move (and make no noise when you move). You can perceive the tangible world, and speak normally to those within it, but you cannot pick up normal objects or affect them in any way.

Physical and energy attacks cannot harm you, but you're still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, your physical and energy attacks cannot affect physical opponents. Your psi abilities and magic spells can affect the physical world, but at -3 to all skill rolls.

Although you can pass through solids, you must still breathe. When moving through a solid object, treat this as if you were swimming underwater for purposes of suffocation. You cannot materialize inside a solid object.

Your 'natural' form (physical or insubstantial) is considered a special effect. You must take this advantage if you can change between a physical and an insubstantial form.

This trait can represent any number of abilities from folklore and fiction. You should work out its origins and special effects with the GM - perhaps you 'vibrate' out of synch with reality, phase into a different dimension, or become a spirit. This determines your appearance, which may be transparent, misty... or completely normal (but you can't be invisible without the Invisibility advantage.) Your physical and energy attacks affect other beings using the same form of Insubstantiality, and their attacks affect you. The GM may rule that certain materials, energy barriers, magic spells, etc. are impenetrable to your particular form of Insubstantiality.

Special Enhancements
Affect Substantial: If you have any abilities that can affect the substantial world when you are insubstantial - including magic, psionics, or powers with the Affects Substantial enhancement - this advantage costs more. +100%.
Can Carry Objects: Normally, you cannot carry anything while insubstantial. This enhancement lets you carry objects, including clothing and armor. They become physical if dropped. You cannot materialize these objects inside other objects or characters. No encumbrance is +10%; Light, +20%; Medium, +50%; Heavy, +100%.
Partial Change: You can turn part of your body substantial while other parts remain insubstantial, or vice versa. Thus, you could reach through a wall and tap someone on the shoulder. If you also have Can Carry Objects, you can materialize your hand, pick up material objects, and carry them while insubstantial. +20%, or +100% if you can turn an item you are carrying substantial without dropping it (this requires turning your hand substantial, too).

Special Limitations
Always On: You are always insubstantial and cannot materialize. If you have this limitation, there is no -3 to use magic or psionics. -50%.
Usually On: Similar to Always On, but you can materialize for short periods with great effort. Materialization costs 1 FP per second. -40%.

Intuition (M) -- 15 points
You usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ roll, with a bonus equal to the number of 'good' choices and a penalty equal to the number of 'bad' choices. On a success, he steers you to a good choice; on a critical success, he tells you the best choice. On a failure, he gives you no information; on a critical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one roll per question is allowed.

The GM should never allow Intuition to short-circuit an adventure - for instance, by letting the intuitive detective walk into a room, slap the cuffs on the guilty party, and close the case. At the most, Intuition would point the detective in the direction of a good clue. GMs who don't think they can control Intuition should not allow it in their games.

Intuitive Mathematician -- see Lightning Calculator

Invisibility (M/P, Ex) -- 40 points
You are invisible. Unlike most advantages, this one is 'always on' unless you take a special enhancement. You still make noise, leave footprints, and have a scent - and by default, anything you carry remains visible. If you are carrying nothing, you get a +9 to Stealth in any situation where being seen would matter.

Individuals using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be invisible to their normal vision. Devices with these powers can still sense you, as can paranormal abilities that detect enemies, life, and so on nonvisually.

Invisibility only works against one sort of vision. Types include electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar), sonar, magnetic fields, and anything else the GM comes up with. If you are invisible to electromagnetic vision, you do not cast a shadow and don't show up in mirrors.

Special Enhancements
Affects Machines: You are invisible even to machines. You cannot be photographed, and you don't show up on cameras or other detectors. Devices such as pressure plates still notice you, but you could walk past a robot sentry undetected. Electronically targeted weapons get no bonuses to hit you. +50%.
Can Carry Objects: The objects you carry, including clothing and armor, become invisible. They regain visibility when put down. No encumbrance is +10%; Light, +20%; Medium, +50%; Heavy, +100%.
Extended: You are invisible to more than one type of vision (for instance, electromagnetic vision and magnetic fields.) +20% per additional type of vision.
Switchable: You are normally visible, but can become invisible at will. +10%.
Usually On: You are normally invisible, but can become visible for short periods with great effort. Turning visible costs 1 FP per second. +5%.

Special Limitations
Machines Only: Similar to Affects Machines, but you are only invisible to machines. Living beings can see you normally. -50%.
Substantial Only: Your invisibility only hides you in the material world. Insubstantial beings (ghosts, etc.) can see you normally. -10%.
Visible Reflection: You can be seen in mirrors! -10%.
Visible Shadow: You cast a shadow! -10%.

Jumper (M, Su) -- 100 points
You can travel through time or to parallel worlds (sometimes known as 'timelines') merely by willing the 'jump.' Decide whether you are a time-jumper or a world-jumper. To do both, you must buy Jumper (Time) and Jumper (World) separately, at full cost.

To initiate a jump, you must visualize your destination, concentrate for 10 seconds, and make an IQ roll. You may hurry the jump, but your roll will be at -1 per second of concentration omitted (-10 to jump with no preparation at all). Regardless of IQ, a roll of 14 or more always fails. On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination, which can be any time or world the GM wishes!

You appear at your destination at exactly the same place you left your previous time or world - or as close as possible. When jumping through time, this means the same place at a different time. When jumping between worlds, this means the same place at the same time, but on a parallel world.

If there is no corresponding 'safe' location within 100 yards of your destination - for instance, if you jump while on an airplane to a destination with no plane at your destination, or from a half-mile deep mine to a destination with no corresponding mine - the jump will fail and you will know why it failed. This does not prevent you from jumping into other types of danger, such as radiation, gunfire, or wild animals. If you have Danger Sense, the GM should roll before you make a hazardous jump; on a success, you get a warning.

This ability always costs at least 1 FP to use, whether it succeeds or fails. Particularly 'distant' times or worlds might cost more, perhaps up to 10 FP, at the GM's discretion. If you are a machine, this ability does not cost you FP - but if you have passengers, each of them must pay the FP cost.

For an example of how Jumper might work in a particular game world, see World-Jumpers (p544).

Carrying Things
You can carry up to Basic Lift when you travel, plus any Payload. Take the Extra Carrying Capacity enhancement (below) if you wish to carry more weight, or bring along other people.

However, if multiple Jumpers of the same kind are in physical contact, when one jumps, the others can 'hitch a ride' if they wish - even if the Jumper who initiates the jump does not want company. Only the person initiating the jump makes a die roll; wherever he ends up, the others do, too.

If you are a world-jumper, 'hitching a ride' is the only way to visit a new parallel world (save for a critical failure!) However, once you reach a world, you can memorize its 'feel' by concentrating and spending character points to 'learn' that world as an IQ/Easy skill. This takes one hour per point you wish to spend. Use this skill in place of IQ when you travel to that world in the future. You never have to memorize a world, but if you do not, you roll at IQ-3 to attempt to return.

Time-jumpers have no similar restriction.

You can improve this ability with practice, spending points ot add enhancements or remove limitations. GMs who do not want the PCs jumping multiple times per adventure are free to impose mandatory limitations (e.g., Limited Use) that cannot be bought off.

Special Enhancements
Extra Carrying Capacity: You can carry more than your Basic Lift. If your carrying capacity is high enough, you may transport one person with you. Light encumbrance is +10%; Medium, +20%; Heavy, +30%; Extra-Heavy, +50%.
New Worlds: This is only available for world-jumpers. YOu can deliberately aim for worlds you haven't visited yet. The IQ roll is always at -3 or worse (GM's decision.) Of course, it is always possible that the desired destination does not exist, in which case the attempt automatically fails - although the GM will not tell you why. All FP costs are doubled when using this enhancement. +50%.
Omni-Jump: This is only available if you are both a world-jumper and a time-jumper! You must apply it to both Jumper advantages. This lets you move between times and timelines on a single IQ roll - for instance, from the present day in our timeline to 1066 A.D. in a parallel timeline where the Normal invasion of England failed. +10%.
Tracking: You can travel to the 'home' time or world of any man-made artifact you can hold or touch. Time-jumpers will arrive shortly after the item was created; world-jumpers will arrive at the current date on the item's home timeline. Any such attempt is at IQ-2, and each Jumper only gets one try per artifact. +20%.
Tunnel: You always create a portal (of about your size) when you jump. Others may pass through it, even if they can't jump. The portal lingers for 3d seconds, which can be good or bad - it means enemies can follow you! +40%.
Warp Jump: This enhancement is only available if you have the Warp advantage. You must apply it to both Jumper and Warp. When you jump, you can simultaneously use Warp to appear anywhere at your destination. Two die rolls are necessary - one per ability - and it is possible for one to succeed while the other fails, or for both to fail. +10%.

Special Limitations
Cannot Escort: This is only available for world-jumpers. Other Jumpers cannot 'hitch a ride', even if you want to bring them along. -10%.
Cannot Follow: This is only available for world-jumpers. You cannot 'hitch a ride' with another Jumper. -20%.
Drift: You do not arrive in exactly the location you left from. You won't arrive in thin air or underground, but you may show up anywhere within 10 miles of your planned destination. The better your IQ roll when you jump, the closer you will be to where you wanted to arrive, but it's the GM's call as to exactly where you appear. -15%.
Limited Jump: You can only travel a certain distance through time, or a certain number of 'removes' between parallel worlds, per jump. To go further, you must make multiple hops. The GM must set the value of this limitation for his campaign; it will be more of a handicap in some settings than in others. A suggested value is -10%.
Maximum Range: You can only jump a certain totaldistance through time, or a certain number of 'removes' between parallel worlds, no matter how many hops you make. Like Limited Jump, the GM must set the value of this limitation.
Naked: You can carry nothing when you jump! You always arrive naked. -30%.
Stunning: You are always mentally stunned after a jump. -10%.

Language Talent (M) -- 10 points
You have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next-highest level; thus, you can purchase a language at Accented level for 2 points or at Native level for 4 points. For full language rules, see Language.

Legal Enforcement Powers (S) -- 5, 10, or 15 points
You are a law enforcer, with the accompanying powers and restrictions. In some times and places, this amounts to a license to kill. In others, it's little more than the right to carry a badge and write parking tickets.

The point cost depends on the kinds of laws you enforce, the size of your jurisdiction, how answerable you are for your actions, and the degree of respect you must show for the civil rights of others:

* You have local jurisdiction, the ability to arrest suspected criminals, the power to perform searches with an appropriate warrant, and possibly the right to carry a concealed weapon. Examples: a Victorian bobby or a modern policeman. 5 points.
* As above, but you also have national or international jurisdiction, or are not obligated to respect the civil rights of others, or are free to engage in covert investigations, or may kill with relative impunity. Examples: an FBI agent or a medieval Royal Guardsman. 10 points.
* You have three or more of the above abilities. Examples: a Gestapo, KGB, or Stasi agent. 15 points.

Legal Enforcement Powers almost always require an appropriate Duty. In some cases, a Reputation (positive, negative, or mixed) is also appropriate. All levels of Legal Enforcement Powers include Police Rank 0. To become a senior law enforcer, buy more Rank.

Legal Immunity (So) -- 5 to 20 points
You are exempt from some or all of the laws of your society. Should you break the law, ordinary law enforcers do not have the power to charge you. Only one particular authority - your own church or social class, a special court, perhaps even your ruler - can judge or punish you.

The point cost depends on how sweeping the immunity is (GM's judgment):

* You are not subject to ordinary laws, but the rules that govern your behavior are just as strict. Examples: a medieval abbot or a modern UN observer. 5 points.
*
As above, but the laws that apply to you are less strict than those that apply to most people. Example: a medieval bard (see below). 10 points.
* You can do nearly anything you please provided you don't injure the nation, church, or other power that granted you Legal Immunity in the first place. Examples: a medieval duke or an international diplomat (see below). 15 points.

For an extra 5 points, you may add 'diplomatic pouch' privileges: you can send and receive mail or objects that the ordinary authorities cannot legally stop or examine.

Two classes of Legal Immunity are of special interest to adventurers:

Bardic Immunity: You have the right to sing what you please without fear of serious consequences. You may even sing a grossly insulting song to the king - you might get banished for it, but you can't be whipped, imprisoned, or killed. Anyone who violates your immunity risks damage to his name and reputation. Other bards will compose and distribute vicious satires about him, giving him a bad Reputation. They might even expose a Secret, if he has one! This advantage applies to the content of your performances and nothing else. It is only available to true bards, in fantasy/medieval settings. To qualify for this advantage, you must spend at least 1 point apiece on the Performance, Poetry, and Singing skills. 10 points.
Diplomatic Immunity:
You are an international diplomat. You may ignore the laws of all countries except your own. While abroad, you cannot be prosecuted for any crime, no matter how grave; the local police may arrest you, but they cannot press charges. The only recourse for a foreign government is to declare you persona non grata. This means you must leave the country at once, ending your current assignment - and possibly your career. Foreign powers may request your extradition for normal prosecution, but your government is unlikely to comply. This trait always comes with a Duty to a government agency, and often has some level of Administrative Rank as a prerequisite. 20 points.

Less Sleep (P) -- 2 points/level
You need less sleep than most people. A normal human requires 8 hours of sleep per night. Each level of this advantage - to a maximum of four levels - lets you get by with one hour less than this, giving you a few extra hours each day in which to study or work on other projects.

Lifting ST (P, Ex) -- 3 points per +1 ST
You have lifting capacity out of proportion to your mass. This is common for vehicles and supers. Add your Lifting ST to your ordinary ST when you determine Basic Lift for the purposes of carrying, lifting, pushing, and pulling. Lifting ST also adds to ST in situations where you can apply slow, steady pressure (grappling, choking, etc.) Lifting ST does not boost ST (or Basic Lift) for the purpose of determining HP, throwing distance, or damage inflicted by melee attacks or thrown weapons.

If you bought your ST with the Size limitation, apply the same limitation to Lifting ST. The No Fine Manipulators limitation does not give a discount, however.

Lightning Calculator (M) -- 2 or 5 points
You have the ability to do math in your head, instantly. This talent comes in two levels:

Lightning Calculator: You, the player, may use a calculator at any time, to figure anything you want - even if your character is fleeing for his life! For simple math problems, the GM may just say that your character knows the answer. 2 points.
Intuitive Mathematician:
As above, but your ability is not limited to arithmetic. You can perform astrogation without a computer, do any level of engineering design in your head, and solve differential equations almost instantaneously. You never need a calculator; you yourself are far faster than that, and even faster than many computers. 5 points.

True mathematical geniuses will have one of the above traits and one or more levels of Mathematical Ability (see Talent).

Longevity (P) -- 2 points
Your lifespan is naturally very long. You fail aging rolls (p444) only on a 17 or 18 - or only on an 18, if your modified HT is 17 or better!

Luck (M) -- Variable
You were born lucky! There are three progressively more 'cinematic' levels of Luck:

Luck: Once per hour of play, you may reroll a single bad die roll twice and take the best of the three rolls! You must declare that you are using your Luck immediately after you roll the dice. Once you or anyone else has made another die roll, it is too late to use Luck. If the GM is rolling in secret (e.g., to see if you notice something), you may tell him you are using your Luck ahead of time, and he must roll three times and give you the best result. 15 points.
Extraordinary Luck:
As above, but usable every 30 minutes. 30 points.
Ridiculous Luck:
As above, but usable every 10 minutes! 60 points.

Your Luck only applies to your own success, damage, or reaction rolls, or on outside events that affect you or your whole party, or when you are being attacked (in which case you may make the attacker roll three times and take the worst roll!)

You cannot share Luck. If Strong Sam is trying to kick open a door, Lucky Lou can't stand behind him and transfer his Luck. He'll have to kick that door himself.

Once you use Luck, you must wait an hour of real time (30 minutes for Extraordinary Luck, 10 minutes for Ridiculous Luck) before using it again. You cannot use Luck at 11:58 and then again at 12:01. And you cannot save up Luck. You cannot play for hours without using Luck and then use it several times in a row!

Special Limitations
Active: Your Luck is a conscious supernatural power. You must declare that you are using it before you roll the dice. It cannot be used 'after the fact' to reroll a bad result. -40%.

Aspected: Your Luck applies only to one specific class of related tasks, such as athletics, social interactions, or skills you use at your job. 'Combat' is a valid choice, but it only affects weapon skill rolls, active defenses, and ST or DX rolls for close combat - not DX rolls to avoid tripping, HT rolls to survive, etc. -20%.
Defensive: You can only use your Luck to reroll failed active defense rolls, resistance rolls, or HT rolls to resist the effects of injury, or to make an opponent reroll a critical hit against you. -20%.

Magery (M, Su) -- 5 points for Magery 0, +10 points/level
You are magically adept. This advantage comes in levels. You must purchase Magery 0 before buying higher levels of Magery.

Magery 0: This is basic 'magical awareness', a prerequisite for learning magic in most worlds. The GM makes a Sense roll when you first see a magic item, and again when you first touch it. On a success, you intuitively know that the item is magical. A roll of 3 or 4 also tells you whether the magic is helpful or dangerous, and about how strong it is. Those without Magery do not get this roll! 5 points.

Magery 1+: Higher levels of Magery make it much easier to learn and use magic. Add your Magery to IQ when you learn spells. For instance, if you have IQ 14, Magery 3 lets you learn spells as if you had IQ 17. Add your Magery level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill.

Reduce the time required to learn new spells in play (but not the point cost) by 10% per Magery level, to a minimum of 60% of the usual time at Magery 4. For instance, with Magery 3, you would learn spells in 70% the usual time.

Powerful spells require a minimum level of Magery as a prerequisite, so be sure to skim the Spell List (p242-253) when deciding how much Magery you need. Note that high Magery lets you produce powerful results with even the most basic spells; see Magery and Effect (p237). The GM sets the maximum Magery allowed to PCs. Magery 3 is about right for 'classic fantasy.' 10 points/level (on top of the 5 points for Magery 0.)

Mages in Nonmagical Settings
The use of Magery becomes tricky in nonmagical backgrounds. You still have the ability to sense magic, but until you gain experience with magic, the GM should not say, "That idol is magical," but, "That idol looks very strange to you, very sinister. You sense there is something special about it."

If you are from a nonmagical culture, you do not start with any spells, but you can still learn magic if you find an opportunity. When you enter a magical world, those who can detect your aura recognize you as a potential magic-user. How they react depends on the setting.

Magery 0 costs 5 points for all mages, but you may apply one of the limitations below to the 10 points/level for Magery 1+. Limited Magery is sometimes known as 'aspected Magery.'

Special Limitations
Dance: You must be free to use bodily motions in order to cast spells. You are not freed from rituals requiring movement as your spell level increases (see Magic Rituals, p237). However, you need not speak at all to cast your spells. -40%.
Dark-Aspected: You can only use your powers in darkness. Regardless of the time of day or night, any light greater than candlelight or starlight deprives you of your abilities, though your aura reveals that you are a mage. -50%.
Day-Aspected: You can use your powers only when the sun is in the sky - on average, from 6 a.m. to 6 p.m. During solar eclipses, you have no powers! The effects of other astronomical events are up to the GM. When the sun is down, you have none of your magical abilities, although a look at your aura reveals that you are a mage. You are not affected by being in buildings, underground, and so on; only the sun's position matters. You know automatically (if you are awake) when it is one minute to sunrise and one minute to sunset. -40%.
Musical: You must use a musical instrument in order to cast spells. You can never cast spells silently. -50%.
Night-Aspected: You can only use your powers when the sun is not in the sky - on average, from 6 p.m. to 6 a.m. When the sun is up, you have none of your magical abilities, although a look at your aura reveals that you are a mage. You are not affected by being in buildings, underground, and so on; only the sun's position matters. You know automatically (if you are awake) when it is one minute to sunrise and one minute to sunset. -40%.
One College Only: Your Magery only benefits the spells of a single college and the Recover Energy spell (p248). You learn other spells as though you were a nonmage, and can only cast them in high-mana areas. You may still count such spells as prerequisites for spells in your own college. You cannot detect magic items unless they contain at least one spell of your college, in which case you roll normally for detection on first sight and first touch. -40%.
Solitary: Your magical abilities are at -3 for every sapient being within five yards of you, and -6 for anyone touching you. As partial compensation, you get a roll vs. IQ to notice any time a sapient creature enters or leaves the five-yard area around you - but this only works on a single person. If there is already someone standing next to you, you won't notice if someone else approaches. -40%.
Song: You must be able to sing in order to cast your spells. You are not freed from the ritual of speaking to cast spells as your spell level increases (see Magic Rituals, p237). -40%.

Magic Resistance (M, Su) -- 2 points/level
You are less likely to be affected by magic. Subtract your Magic Resistance from the skill of anyone casting a spell on you, and add it to your roll to resist any spell that offers a resistance roll. For instance, if you have Magic Resistance 3, wizards have -3 to cast spells on you and you get +3 to resist. In addition, you may roll against HT + Magic Resistance to resist the effects of magical elixirs. You cannot 'turn off' this advantage to let friendly wizards cast spells on you (e.g., to heal you) or to benefit from helpful elixirs!

Magic Resistance only interferes with spells cast directly on you. It provides no benefit against Missile spells (which are cast on the wizard's hand and hurled at you), attacks by magic weapons, or information-gathering spells that aren't cast directly on you. It also has no effect on supernatural powers other than magic; e.g., divine miracles, psionics, or the innate powers of spirits.

Magic Resistance, and its precise level, can be recognized by any mage who looks at your aura, or by anyone who casts a spell on you.

You cannot combine Magic Resistance with Magery. If you have even one level of Magic Resistance, you can't cast spells at all (although you can still use magic weapons).

Special Enhancements
Improved: Your Magic Resistance does not interfere with your own ability to cast spells. This allows you to possess both Magery and Magic Resistance. +150%.

Mana Damper (M, Su) -- 10 points/level
You negate magical energy ('mana') in your vicinity, making it difficult or impossible for others to cast spells. You can never cast spells yourself, nor can you have any level of Magery.

Each level fo Mana Damper (to a maximum of three) reduces the local mana level by one step, but only for you and people or things that you're carrying. For instance, a wizard could throw a fireball at you unhindered, but he would find it difficult to use magic to turn you to stone or read your mind. For details, see Mana (p235).

Special Enhancements
Area Effect: Your ability affects everything in an area centered on you. The first level of Area Effect gives you a radius of one yard. Each level after the first doubles this radius as usual; see Area Effect. +50%/level.
Switchable: You can switch this power off - for instance, to let a friendly wizard affect you or operate within your area of effect. +100%.

Mana Enhancer (M, Su) -- 50 points/level
You radiate magical energy, or 'mana.' Each level of Mana Enhancer (to a maximum of two) increases the local mana level by one step, but only for you and people or things that you're carrying. If more than one character with Mana Enhancer could increase the mana level, apply only the highest increase; do not add the effects together.

This ability does not directly confer the ability to cast spells; for that, take Magery. However, if you can raise the mana level to 'high' or better, you can cast many spells without Magery! For details, see Mana (p235).

This ability has its drawbacks: you cannot have Magic Resistance, and mages get an IQ + Magery roll to sense that you possess this trait. In some game worlds, this combination may force you to hide from unethical wizards!

The GM should keep this trait under strict control, as it is powerful and easily abused in fantasy settings.

Special Enhancements
Area Effect: Your ability affects everything in an area centered on you. The first level of Area Effect gives you a radius of one yard. Each level after the first doubles this radius as usual; see Area Effect. +50%/level.
Switchable: You can switch this power off in order to deprive enemy wizards of its benefits (or simply to hide from them!) +100%.

Mathematical Ability -- see Talent

Medium (M, Su) -- 10 points
You can perceive and communicate with spirits - particularly spirits of the dead. You don't see them visually, but you know when they're nearby. You can speak with any spirit in your presence, provided you share a language. You can also call spirits to you; there is no guarantee that they will answer your summons, but they will hear it. Note that this trait does not give you a reaction bonus with spirits, or any power to control their behavior.

Merchant Rank -- see Rank

Metabolism Control (P, Ex) -- 5 points/level
You can control normally involuntary biological functions such as pulse, blood flow, digestion, and respiration. Each level of Metabolism Control gives +1 on any HT roll that would benefit from such control (GM's decision), including bleeding rolls (see Bleeding, p420) and rolls to recover from (not resist) disease and poison.

You can also enter a deathlike trance. Anyone unfamiliar with your metabolism must win a Quick Contest of Diagnosis vs. your HT + Metabolism Control to discover that you aren't dead. In this state, each level of Metabolism Control reduces by 10% the amount of oxygen you need to stay alive (at level 10 or higher, you don't breathe at all), and doubles the amount of time you can safely go without food or water. You are unaware of your surroundings while in your trance, but awaken automatically if injured. You may also set a mental 'alarm clock' to awaken you after a certain amount of time has passed.

This ability is incompatible with the Machine metatrait.

Special Limitations
Hibernation: You can only use the trance ability, and get no bonus to HT rolls. Furthermore, you automatically enter a trance when exposed to certain environmental conditions - great cold, drought, etc. Work this out with the GM. In such conditions, you must make a Will roll to avoid hibernation. You can induce hibernation voluntarily. To do so, roll vs. Will-4 hourly until you succeed. You cannot set a precise 'wake up' time. Set a duration, then multiply by (2d + 3)/10. -60%.

Microscopic Vision (P, Ex) -- 5 points/level
You can see details that would normally be invisible without a magnifying glass or a telescope. Each level increases magnification by a factor of 10: 5 points gives 10x, 10 points gives 100x, and so on. This magnification only applies to objects within 1'.

Level 1 suffices for ordinary forensic investigation. Level 3 (1,000x) is equivalent to the best optical microscopes. Level 5 (100,000x) is comparable to an electron microscope, capable of imaging viruses. Level 6 (1,000,000x) is on par with a scanning-tunneling or atomic force microscope, and can study an object's atomic structure.

Military Rank -- see Rank

Mimicry (M, Ex) -- 10 points
You can duplicate any simple sound (alarm, gunshot, etc.) by listening to it for one second and making a successful IQ roll. You can also imitate voices by spending at least 10 seconds listening to them - live, recorded, or remotely - and making an IQ roll.

This trait gives you no special ability to stun or deafen others with loud sounds, or to speak unpronounceable magic words. Buy any such capabilities separately.

Mind Control (M, Ex) -- 50 points
You can mentally dominate those you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject's Will.

Modifiers: Range penalties to the subject; -1 per slave already under your control; +2 if you concentrate for a full minute, or +4 if you concentrate for a full hour.

If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage, with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers. Once you stop, your control lingers for one minute per point by which you won the Quick Contest. (To increase this, add Extended Duration.) If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth - you can march him to the edge of a cliff, but he doesn't roll until he's about to leap.

If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!

Mind Control often has limitations: Accessibility (Only on opposite sex), Sense-Based (for hypnotic voices, eyes, scents, etc.), and so on. It also may have attack modifiers, subject to the restrictions that apply to attacks with Malediction. Finally, you may apply the Cybernetic and Cybernetic Only modifiers from Mind Reading (see below).

Special Enhancements
Conditioning: You can reconstruct the subject's psyche and implant suggestions. In effect, you can add or remove any mundane mental disadvantage. Add Delusions for false memories, or Amnesia to wipe memories. Your victim must be under your control, cooperative, and conscious. Roll a second Quick Contest. You are at -1 per full -5 points of disadvantages changed, but you may substitute Brainwashing skill for IQ. Duration in days is equal to your margin of victory. If you win and roll a critical success, the conditioning is permanent! A conditioned subject who is no longer under your direct control imposes no penalty on the use of Mind Control on others. Note that another person with this ability can use it to undo your work. +50%.
No Memory: Your victims have no memory of anything that occurred while under your control. +10%.

Special Limitations
Conditioning Only: You cannot use regular Mind Control - only Conditioning (above). Uncooperative victims must be restrained before you can use your ability. -50%.
Puppet: Your victims have no initiative while under your control, and temporarily acquire Slave Mentality. -40%.
Telepathic: Your ability is part of the Telepathy psi power (p257). -10%.

Mind Probe (M, Ex) -- 20 points
You can perform a deep 'mind probe.' In effect, you can force the subject to answer any one specific question that he can answer with a brief sentence. To attempt a probe, you must first either touch your subject or successfully read his mind with Mind Reading. You must also share a language with him.

To use Mind Probe, you must concentrate for one second and roll a Quick Contest of your IQ (or Interrogation skill, if higher) vs. your subject's Will. If you win, you rip the answer from his mind. The answer is what the subject believes to be true - if he doesn't know, he'll tell you. If you lose, you may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should you critically fail, you cannot probe that person again for 24 hours.

You may use Mind Probe to ask as many questions as you wish, but each question is a new use of your ability, and requires a second of concentration and its own Quick Contest.

Special Modifiers
The special enhancements and limitations given for Mind Reading are also available for Mind Probe.

Mind Reading (M, Ex) -- 30 points
You can eavesdrop on others' surface thoughts. You must be able to see or touch the subject to affect him. Concentrate for one second and roll a Quick Contest of IQ vs. the subject's Will. Modify the roll for range penalties to the subject.

If you win, you can 'hear' everything the subject says, subvocalizes, or actively thinks about as a voice in your head. Received thought comes at the speed of speech. If you do not understand the language, or if your subject isn't sapient, you only pick up feelings, images, and general intent. You can maintain Mind Reading for as long as you wish without further concentration. If you switch to another person, you must stop reading your current subject and roll a Quick Contest with the new subject. To read multiple subjects at once, take Compartmentalized Mind.

If you lose, you may try again, at a cumulative -2 per repeated attempt on that subject in the past hour. Should you critically fail, you cannot read that person again for 24 hours.

Mind Reading is often psionic in origin, but it is just as likely to be a magical, divine, or even technological ability.

The Sense-Based limitation - especially Touch-Based - is common. If you take Hearing-Based, you can only read the thoughts of someone whose words you can hear, but can function as a 'truthreader' or (with Universal) a 'universal translator.'

Special Enhancements
Cybernetic: You can affect entities with the Digital Mind trait, including all ordinary computers. Your IQ roll has a penalty equal to the system's Complexity. A nonsentient system does not resist; just roll vs. IQ - Complexity to succeed. +50%.
Sensory: You can also tap into your subject's senses. This lets you experience everything he experiences. If he is tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning - or perhaps even a Fright Check! +20%.
Universal: You automatically understand thoughts, even those of nonsapient subjects and those with whom you do not share a language. +50%.

Special Limitations
Cybernetic Only: As for Cybernetic, but you can only read Digital Minds. -50%.
Racial: Your ability only works on those of your own race or a very similar race (for instance, humans are similar to elves, but not to dogs or trolls.) Combine this with the Sense-Based limitation (Touch or Scent) to represent a race that can share thoughts through biochemical means. -20%.
Sensory Only: As for Sensory, but you can't read thoughts at all. -20%.
Telecommunication: Your ability only works on those with whom you are presently in contact via Telecommunication. -20%.
Telepathic: Your ability is part of the Telepathy psi power. -10%.

Mind Shield (M, Ex) -- 4 points/level
You have a 'shield' that warns you of and defends against mental attacks. Add your Mind Shield level to IQ or Will whenever you resist an advantage with the Telepathic limitation and whenever you resist a spell listed under Communication and Empathy Spells or Mind Control Spells.

Your shield also resists attempts to locate your mind using magic or psionics. Such abilities must win a Quick Contest against your Will + Mind Shield level to find you.

You may voluntarily lower your Mind Shield if you wish - for instance, to let a friend read your mind. Lowering or raising it is a free action, but it must take place at the start of your turn. Mind Shield does protect you while you are asleep or unconscious, unless you fell asleep or were knocked out while your shield was voluntarily lowered.

Special Limitations
Cybernetic: Your shield protects against computer-related attacks - e.g., the 'Digital' form of Possession and the 'Cybernetic' form of Mind Probe or Mind Reading - instead of magic and psi. This limitation is only available to those with Digital Mind. -50%.
Telepathic: Your ability is part of the Telepathy psi power. -10%.

Mindlink (M, Su) -- Variable
You have a permanent telepathic rapport with someone - often a twin, loved one, hive member, etc. You automatically succeed at all attempts to contact him with Telesend (see Telecommunication) and Mind Reading, providing he chooses not to resist or has Slave Mentality. Mindlink does not allow automatic contact across interstellar distances (more than 0.1 light-year), nor can it reach other dimensions, parallel worlds, etc.

Mindlink costs 5 points for a single person, 10 points for 2-9 people, 20 points for 10-99 people, 30 points for 100-999 people, and so on - add 10 points per tenfold increase in the number of people.

As a rule, the GM should only permit PCs to buy Mindlinks with Allies, Contacts, and Dependents; duplicates (see Duplication); and other PCs (if their players permit).

Special Modifiers
You may give Mindlink the same modifiers as your Mind Reading or Telesend advantage. In most cases, the GM should require this.

Modular Abilities (M/P, Ex) -- Variable
You have a pool of character points that you can reallocate under certain conditions. You may rearrange these points to add a skill (spell, technique, etc.) or mental advantage temporarily - or to improve such a trait, if you already have it. When you do, you lose any abilities to which those points were previously assigned.

This advantage comes in 'slots.' A slot can hold one skill or mental advantage at a time. Each slot has a fixed base cost, plus a cost per point in the pool for that slot. Both costs depend on the type of Modular Abilities you have.

Computer Brain: Your abilities are actually computer programs. The GM decides whether a program exists for a given ability. If you have Telecommunication, you may download programs, usually from a network. How long this takes depends on the speed of data transfer in the setting - a second per character point works well. In some worlds, you must pay for such programs; $100 per character point is typical. Cost per slot: 6 points base + 4 points per point of abilities.
Chip Slots: As above, but the programs come on physical chips that you must plug into a socket - usually in your skull. It takes three seconds to insert or remove a chip. Chips typically have negligible weight, but cost $100 to $1,000 per point of abilities. Cost per slot: 5 points base + 3 points per point of abilities.
Super-Memorization:
You gain new abilities through rapid study. This takes a second per character point. You can 'forget' a memorized ability instantly. You can only memorize abilities if you have a suitable reference work (book, film, tape, etc.) The GM determines the cash cost of such works. Cost per slot: 5 points base + 3 points per point of abilities.
Cosmic Power:
You simply wish new abilities into being. This takes one second per ability. Unlike other Modular Abilities, you only ever have one 'slot', and can rearrange your points into as many or as few abilities as you wish, to the limit of your advantage. 10 points per points of abilities.

Example: Alex buys two Chip SLots at a base cost of 5 points/slot. This costs 10 points. One slot can hold a chip with a single ability worth up to 2 points, and costs 6 points. The other can hold up to 5 points, and costs 15 points. Total cost is 31 points. This appears on Alex's character sheet as 'Chip Slots 2 (2, 5).' Alex will have to buy, borrow, or steal the chips he uses - but he need not pay character points for them.

Use Preparation Required to increase the time needed to rearrange your points, and Limited Use to represent an ability that you forget immediately after using it.

Special Enhancements
Physical: Your ability is not limited to skills and mental advantages. +50% for physical advantages only, or +100% for any mental or physical ability.

Special Limitations
Spells Only: Your ability only works with magic spells, which must usually be 'memorized' from a grimoire. This is mutually exclusive with Physical. -20%.
Virtual: The abilities gained only apply in virtual reality, astral space, or another limited realm. -50%.

Musical Ability -- see Talent

Neutralize (M, Ex) -- 50 points
You can neutralize the psi powers of a single psionic individual. This is an active ability with an ongoing effect on the subject. It does not have to be psionic - it might represent a magical or high-tech way to drain psi abilities.

To use Neutralize, you must touch the subject (requires an Attack maneuver) and win a Quick Contest of Will. If you succeed, you successfully neutralize all your victim's psionic powers for a number of minutes equal to your margin of victory. This has no effect on the subject's psionic Talents. Once you have neutralized someone, you cannot affect him again until his power recovers. A critical failure with this ability cripples it for 1d hours.

Special Enhancements
Power Theft: When you successfully neutralize a psi, you acquire his powers! You gain all the psionic abilities you neutralized - including their enhancements and limitations - for the duration. You can't use Neutralize again until these powers wear off. +200%.

Special Limitations
One Power: You can only neutralize a specific psionic power; e.g., ESP or Telepathy. -50%.

Nictitating Membrane (P, Ex) -- 1 point/level
You have a transparent lens over your eyes that you can open and close like an eyelid. This lets you see normally underwater, and protects your eyes from sand, irritants, etc. Each level of Nictitating Membrane provides your eyes (only) with DR 1 and adds +1 to all HT rolls concerned with eye damage.

Night Vision (P) -- 1 point/level
Your eyes adapt rapidly to darkness. Each level of this ability (maximum nine levels) allows you to ignore -1 in combat or vision penalties due to darkness, provided there is at least some light.

Example: Night Vision 4 would completely eliminate darkness penalties up to -4, and would reduce a penalty of -7 to only -3.

Regardless of level, Night Vision only works in partial darkness. It has no effect on the -10 for total darkness (for that, get Dark Vision.)

Obscure (P, Ex) -- 2 points/level
You produce an effect that actively 'jams' one particular sense, making it difficult to detect you and everything in your vicinity. You must specify the affected sense. This can be one of the five human senses or a sensory advantage such as Infravision, Radar, or one particular Detect. Examples include Obscure (Vision) for fog, Obscure (Hearing) for white noise, and Obscure (Radar) for electronic jamming.

Obscure affects a two-yard radius centered on you. Add the Area Effect enhancement to increase this radius. The affected sense is at -1 per level of Obscure to detect anything within your radius. Ten levels will block the sense completely. The boundaries of the zone are easily detected by the affected sense, however; roll at +1 per level.

Special Enhancements
Defensive: You are unaffected by your own Obscure ability. +50%.
Extended: Each related sense (Infravision as well as normal vision, Sonar as well as normal hearing, etc.) blocked beyond the first is +20%.
Ranged: You produce your obscuring effect at a distant point rather than around your body. This is a ranged attack with 1/2D -, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. Duration is 10 seconds. You can apply other modifiers to change these statistics. Unlike the usual Ranged enhancement, this modifier lets you use your ability again before its duration has expired (e.g., to simulate multiple smoke grenades); thus, it is more expensive.
Stealthy: Your ability works invisibly, like a magical zone of silence. There is no bonus to detect the boundaries of your area of effect. +100%.

Special Limitations
Always On: You cannot turn this ability off. -50%.

Oracle (M, Su) -- 15 points
You are sensitive to omens, and see hidden significance in such things as the way plants grow, the behavior of animals, and even changes in the weather and the sky. Once per day, you may check the omens. This normally requires at least an hour, but if the GM has something in particular he wants to communicate, he may arbitrarily put it in your path. The GM rolls twice, in secret, when you use this ability: once to determine whether you discover the omen, once to see if you interpret it correctly.

Discovery: To detect an omen requires a Sense roll. On a success, you discover the omen; on a critical success, you get +5 on the subsequent interpretation roll. On a failure, you find nothing of oracular significance. On a critical failure, the GM lies - he tells you that you have found an omen, but this is, in reality, a product of your own fears or wishes.

Interpretation: To interpret an omen requires an IQ roll. On a success, the omen is very general; e.g., 'an enemy approaches' or 'a great power, long dormant, is stirring'. On a critical success, the information is more specific: 'you risk the wrath of the king,' 'seek out the mage in the tower,' etc. On a failure, the omen is simply too vague to be useful. On a critical failure, you blatantly misinterpret the omen - possibly in a dangerous manner.

This ability differs from Precognition, which requires no interpretation.

Outdoorsman -- see Talent

Parabolic Hearing (P, Ex) -- 4 points/level
You can 'zoom in' on a particular sound or area, and can filter out background noise from sounds of interest to you. Each level of Parabolic Hearing doubles the distance at which you can clearly hear any given sound (see Hearing, p358.)

Patrons (So) -- Variable
A 'Patron' is an NPC - or even an entire organization - that serves as your advisor, employer, mentor, or protector. An employer must be exceptional to qualify as a Patron, though; a Patron is much more than an ordinary boss!

Power
The base point cost of a Patron depends on its power. Use the categories below as a guide, but note that some Patrons won't fit neatly into any of them. The GM's word is final.

* A powerful individual (usually built on at least 150% of the PC's starting points) or a fairly powerful organization (assets of at least 1,000 times starting wealth for the world.) 10 points.
* An extremely powerful individual (built on at least twice the PC's starting points) or a powerful organization (assets of at least 10,000 times starting wealth.) Examples: a limited manifestation of a minor god, a billionaire, or a big-city police department. 15 points.
* An ultra-powerful individual (built on as many points as the GM wants!) or a very powerful organization (assets of at least 100,000 times starting wealth.) Examples: a super, a limited manifestation of a major god, or a big city. 20 points.
* An extremely powerful organization (assets of at least 1 million times starting wealth). Examples: a large corporation or a very small nation. 25 points.
* A national government or giant multinational organization (net worth basically incalculable), or a true god who appears personally to intervene on your behalf. 30 points.

Note that the base cost to have a deity as a Patron is comparable to that for a powerful mundane Patron, but divine power requires the Special Abilities enhancement (see below), which will greatly increase the final cost of a divine Patron!

Frequency of Appearance
Choose a frequency of appearance, as explained under Frequency of Appearance. If the GM determines that your Patron appears at the start of an adventure, he may design the adventure to include an assignment or aid from the Patron. He may also choose to leave out your Patron, if its appearance would make no sense or disrupt the adventure.

However, if the GM determined that your Patron could have appeared, and you try to contact your Patron during the adventure (for help, advice, etc.), then the contact is likely to be successful and you may receive aid. (Within reason - if you're locked in a dungeon without any means of communication, you won't be contacting anybody.) You will not know whether your Patron is 'available' on a given adventure until you attempt to request aid. As a rule, you should only be able to reach your Patron for help once per adventure.

Remember that a powerful Patron could be helpful without actually intervening! A Chicago hood who can say, "I'm from Big Eddie," or a crimefighter who can flash a Q-clearance card, may carry some extra weight in a tough spot.

Party Patrons
Often, several PCs - perhaps the entire party - share a Patron (they are all agents of the same government, servants of the same cult, etc.) No matter how many characters share a Patron, the cost is not shared; each character must pay full price for the Patron. On the other hand, the GM will make an appearance roll for each character at the start of each adventure - and if the Patron appears for any of them, then it is usually available for all of them. The GM should scale the quality and quantity of the aid provided in proportion to the number of successful appearance rolls.

Drawbacks of Patrons
If your Patron is an army, corporation, feudal lord, etc., you may owe it a Duty. A god or similar Patron may require a stringent code of behavior in return for its aid; see Self-Imposed Mental Disadvantages. A Patron might also have powerful foes that are now your foes; this can give you an Enemy. Such factors can cut the effective cost of a Patron significantly, and turn it from a benefit to a considerable liability!

Employers and Patrons
Not every employer is a Patron. If you can depend on your employer to get you out of trouble (at least sometimes), it might really be a Patron. Otherwise, it's just a job. For example, a small police department is a 10-point Patron if, as most do, it takes care of its own. But the U.S. Army, though powerful, is not a likely Patron - at least for an ordinary trooper. You could say, "The Colonel takes care of his men." But you could just as easily say, "I'm on my own if I get into trouble," and play a soldier who does not have a Patron.

Examples of Patrons
* A powerful wizard as Patron to warriors (or young wizards) whom he sends to find magical items or slay foes.
* A crime lord as Patron to freelance thieves or assassins.
* A minor deity as Patron to a traveling Righter of Wrongs.
* A local police department as Patron to a private detective. (They might find him annoying at times, but he helps them out, and vice versa.)
* A local ruler (in any world) as Patron to an adventurer.
* A large company as Patron to a troubleshooter or spy.
* A super-crimefighter or politician as Patron to a news reporter.
* Any intelligence organization as occasional Patron to a freelance operative, or full-time Patron to its own agents. (The difference between this and ordinary jobs is that you can't quit...)

You can apply the following modifies after multiplying for frequency of appearance.

Special Enhancements
Equipment: Your Patron supplies useful equipment that you can use for your own purposes, and that you would otherwise have to buy. This enhancement only applies if the equipment is yours once given. A soldier with a military Patron would not pay extra for his weapons, since when he goes off duty, he can't take them along. An adventurer in the employ of a generous noble who hands out useful 'gifts' would pay extra. +50% if the equipment is worth no more than the average starting wealth in the campaign, or +100% if it is worth more than that.
Highly Accessible: You can attempt to contact your Patron at any time - even when you are locked in a dungeon, lost in the desert, etc. This is most appropriate if your Patron is a spirit, a god you can petition via prayer, etc. +50%.
Special Abilities: Your Patron wields power out of proportion to its wealth or point value. +50% if your Patron has extensive social or political power (e.g., the Governor of New York or the Pope), or +100% if your Patron has magical powers in a nonmagical world, possesses equipment from a TL greater than yours, or has unusual reach in time or space (e.g., a super, spirit, or god).

Special Limitations
Minimal Intervention: Your Patron is less useful than its power level would suggest. On a successful appearance roll, the GM makes a reaction roll for your Patron to determine whether it actually provides aid; see Requests for Aid (p562). On a Neutral or better reaction, you receive the aid your Patron thinks you need - which may or may not be what you want. This is the classic modifier for gods who have many other minions to aid, and frequently accompanies the Pact limitation. -50%.
Secret: Your Patron works behind the scenes. You do not know who it is and you cannot request aid directly. You might be able to call for help in such a way that the Patron gets the message (GM's decision), but there is no guarantee that the Patron will take action. The only evidence of this kind of Patron is minor incidents and 'lucky breaks.' This may take the form of information, equipment, or even direct aid... but only when it suits the Patron, and always in an untraceable way. A Patron like this often regards its aid as an investment on which it expects some return; therefore, it might not have your best interests at heart! Only the GM knows any of these details. You know nothing other than the fact that you have a Patron. -50%.
Unwilling: You obtained your Patron through coercion (e.g., blackmail). It provides aid only because there is no other choice, and it definitely does not have your best interests at heart! You will eventually make one request too many (GM's judgment - perhaps if the appearance roll comes up 18) and lose the Patron: remove the Patron from your character sheet and lower your point value accordingly. Since a Patron is by definition more powerful than you are, taking an Unwilling Patron is risky. If the Patron can find a way to break your 'hold', it will, and may well become an Enemy! -50%.

Payload (P, Ex) -- 1 point/level
You can carry cargo or occupants inside your body! This might be a superficial feature (e.g., a surgically implanted 'flesh pocket' or a natural pouch like that of a kangaroo) or an actual internal compartment. The latter is not just for machines - a zombie might have a colony of spiders or snakes living in its body, for example.

Each level of Payload lets you carry up to Basic Lift/10 lbs. inside you. Those without Injury Tolerance (Homogenous) or the Machine meta-trait should ask the GM's permission before taking more than five levels of Payload. You must allocate your Payload between cargo and occupants when you buy the advantage:

Cargo: 20 lbs. of cargo space is roughly equal to one cubic foot of capacity. A typical car has about 10-20 cubic feet of storage space; a semi-trailer has about 2,400 cf.
Occupants: A human-sized being requires about 200 lbs. of capacity. For others, take average racial weight and increase it by 1/3. An actual cabin requires 10 times that weight. Your defensive advantages (DR, Sealed, etc.) also protect your occupants. If your occupants can control you, buy Controls separately - see Compartmentalized Mind.

Treat your Payload as part of your body, not as encumbrance or carried weight, when calculating Move and using advantages with limited carrying capacity, such as Invisibility, Jumper, and Warp.

Machines that can push or pull large external loads - or pick them up and carry them with arms, cranes, etc. - have Lifting ST, not Payload. Ordinary cars and trucks have Payload, but forklifts, tugboats, and the like should buy Lifting ST to represent their abilities.

Special Limitations
Exposed: Your Payload cannot be concealed and is not protected by your defensive advantages. You can apply this to any portion of your Payload. The main use of this limitation is to create motorcycles and similar unenclosed vehicles. -50%.

Penetrating Vision (P, Ex) -- 10 points/level
Penetrating Vision (sometimes called 'X-ray vision') lets you see through solid objects. Each level of this advantage allows you to see through up to six inches of normal matter. You can just barely see the outline of the sustance you are looking through - not enough to impair vision in any way. Penetrating Vision automatically works in conjunction with all yoor other vision advantages (Infravision, Ultravision, etc.)

Special Limitations
Blockable: Some substance completely blocks your vision. Common substances, such as plastic, stone, or wood, are -30%; less common materials, such as brick or asphalt, are -20%; one specific material, such as lead, is -10%.
Specific: Your ability only works through one particular substance. Common materials, such as brick, metal, or wood, are -40%; uncommon materials, such as ice or adobe, are -60%; absurd materials, such as chocolate or silk, are -80%.

Perfect Balance (P) -- 15 points
You can always keep your footing, no matter how narrow the walking surface, under normal conditions. This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down. Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.

Peripheral Vision (P) -- 15 points
You have an unusually wide field of vision. You can see a 180º arc in front of you without turning your head, and have 30º of peripheral vision to either side of that. This gives you a 240º 'arc of vision' for observation and ranged attacks.

If you are playing with a battle map, you can make melee attacks into 'side' ('right' and 'left') hexes as well as 'front' hexes - although a one-handed attack to the opposite side (e.g., attacking your left hex with your right hand) is clumsy and considered a Wild Swing (p388). You still cannot attack a foe directly behind you except with a Wild Swing.

This also helps on defense! If you are attacked from a 'side' hex, you defend at no penalty. Even against attacks from the rear, your active defense is only at -2.

Out of combat, you get +3 to all rolls to detect Shadowing attempts or ambushes from behind, and the GM will always make a Vision roll for you to spot dangers 'behind your back.'

Special Limitations
Easy to Hit: Your eyes are on stalks, unusually large, or otherwise more vulnerable to attack. Others can target your eyes from within their arc of vision at only -6 to hit. -20%.

Permeation (P, Ex) -- Variable
You can move through a particular solid material as if it didn't exist. You do not open a passage behind you; observers just see you 'melt' into the surface and disappear. You need Penetrating Vision to see where you're going. You must still breathe (unless you have Doesn't Breathe), which limits trips to the length of time you can hold your breath (see Holding Your Breath, p351).

Permeation differs from Insubstantiality. You are affected by gravity, and you are limited to normal movement; if you lack Flight or another movement advantage, you must walk at your Basic Move. Furthermore, you can be affected by any attack that can reach you within a solid object. You also remain vulnerable to attacks with the material you can pass through, unless you purchase Damage Resistance to such attacks.

Cost depends on how often you are likely to encounter the material you can permeate in the form of a barrier. For instance, paper might be a 'Common' substance, but since walls of paper are uncommon, it is treated as 'Rare' for the purpose of Permeation.

Very Common: Earth (including clay, mud, and sand), metal, stone (including brick, concrete, and plaster), wood, and other ubiquitous structural materials. 40 points.
Common:
Concrete, plastic, steel, and other specific, common structural materials. 20 points.
Occasional:
Glass, ice (including snow), sand, and anything else that a normal person could eventually break or tunnel through using muscle power, as well as somewhat unusual structural materials, such as aluminum and copper. 10 points.
Rare:
Bone, flesh, paper, and other materials rarely encountered in large quantities or as barriers. 5 points.

Special Enhancements
Can Carry Objects: Normally, you cannot carry anything while moving through matter. This enhancement lets you carry objects, including clothing and armor. If dropped, they 'pop' into open space at the point where you entered the material. You cannot leave things inside solid matter! No encumbrance is +10%; Light, +20%; Medium, +50%; Heavy, +100%.
Tunnel: You can leave a tunnel (of about your size) behind you, if you choose. This rearranges the object you are moving through without inflicting damage, and does not work at all on living targets. For an ability that can rip holes in objects and people, see Innate Attack. +40%.

Photographic Memory -- see Eidetic Memory

Pitiable -- see Appearance

Plant Empathy (M) -- 5 points
You have an unusual rapport with growing things. On encountering a plant, the GM will roll against your IQ. On a success, he will give you a general sense of its health and whether it is natural or supernatural in origin. Furthermore, this advantage functions as Empathy with respect to sentient plants, and allows you to use your Influence skills on such entities, which will usually ensure a positive reaction.

This ability frequently accompanies some level of Green Thumb (see Talent), and often Sense of Duty (Plants) or Vow (Use plant material only if gathered without severe injury to the plant).

Police Rank -- see Rank

Possession (M, Ex) -- 100 points
You can move your consciousness from body to body. In theory, you could live forever this way, moving from dying bodies to healthy ones. However, you cannot survive outside a living host. Should your current body die, you will die! Thus, you must keep your current host alive... at least until you can find a replacement.

To possess a new host, you must concentrate for one second and physically touch him. Attempts to possess your own Puppet succeed automatically. In all other cases, roll a Quick Contest: your IQ vs. the subject's Will. Your victim resists at +5 if he is in combat with you or otherwise wary of you, so it is best to be subtle.

If you lose or tie, you are mentally stunned for 1d seconds. In addition, you may never attempt to possess that subject again - he is 'immune' to you.

If you win, you take over your victim's body, completely suppressing his personality. Your previous host regains control of his body (if sentient) after 1d seconds of mental stun, and 'comes to' with no memory of the possession.

You gain your new host's ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. You keep your own IQ, Perception, and Will, and all of your mental traits. Your social traits may apply, depending on the laws and values of your society.

Skills are a special case. Your IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. For instance, if you have Acrobatics at DX+3, then you would have Acrobatics-12 in a DX 9 body and Acrobatics-14 in a DX 11 body.

If you occupy a sentient host, you have sufficient access to his memories for the first few hours of the takeover to learn his name and daily routine, but not enough to learn IQ-based skills. To recall a specific fact from the host's memories, you must roll vs. IQ, at -1 per hour since the takeover. Only one attempt is allowed for any given memory!

If you occupy a host for a long time, or hop between multiple bodies, the GM is free to adjust your point value to reflect the most expensive body you regularly occupy.

With suitable modifiers, Possession can represent diverse abilities seen in speculative fiction. Note that the Digital, Magical, Parasitic, Spiritual, and Telepathic limitations are mutually exclusive.

Special Enhancements
Assimilation: When you enter a new body, you may choose to 'forget' any of your current skills and use the points this frees up - and any unspent points - to learn ST-, DX-, or HT-based skills known by the host, at up to (host's level)-1. For instance, if you do not know Acrobatics, but your host knows it at DX+3, you can pick it up at DX+2... if you have enough points. Skills forgotten in order to learn new skills are gone. Skills learned from your host will move from body to body with you. +10%.
Chronic: When you exit a host, you can leave a 'back door' that lets you possess him again without a Quick Contest. This lets you buy your former host as a Puppet. You can only use this enhancement if you have enough unspent points to buy a Puppet at the time you leave your host. +20%.
Mind Swap: Your host's mind moves into your previous body instead of being suppressed - in effect, you 'trade places.' +10%.
Telecontrol: You remotely control your new host as if he were a puppet, leaving your original body in a trance. You may choose to return to your body at any time, and must do so if your host falls unconscious or dies (but not if he sleeps). As a result, you do not die if your host dies. +50%.

Special Limitations
Digital: This limitation is only available to Digital Minds. You take over computers, not living bodies. The target system must be connected to your current host computer via a network, and you must have complete access to it - voluntary or otherwise (see Computer Hacking, p184). The target computer's hardware must be complex enough to run your computer program; in general, its Complexity must be at least half your IQ (round up). You can also take over a computer using a copy of yourself while leaving the original intact! However, unless you have the Digital version of Duplication, any system you take over this way becomes an independent NPC that thinks it is you. This can be good or bad - the duplicate could become any type of Associated NPC. -40%.
Magical: Your advantage is an innate magical talent. If the subject is protected by a spell that repels hostile magic, you must win a Quick Contest of your IQ vs. that spell before you can make a possession attempt. If your victim has Magic Resistance, it subtracts from your IQ and adds to his Will during the actual possession attempt. -10%.
Mindlink Required: You can only possess someone with whom you have a Mindlink. If the link is ever jammed, out of range, etc., the possession ends. If the Mindlink has the Telecommunication limitation, Mindlink Required can represent control via an implant, telepresence, or similar technology. -40%.
No Memory Access: You have no access to your host's memories. -10%.
Parasitic: You enter your host's body physically. You must have Permeation (Flesh) to do this, unless your host has sufficient Payload to contain you - and your victim must have a higher Size modifier than you. After entering your victim's body, you may attempt to possess him. He resists with the higher of HT or Will. You aren't forced out if you lose, but he is 'immune' to you, so you need to find another host soon. While you are in someone else's body, he (if he is still uncontrolled) or his friends might be able to use technological means to detect you - and possibly remove you. Attacks that penetrate or ignore your host's DR can injure you, but his HP acts as extra DR for this purpose. If you are microbial, you should purchase Injury Tolerance (Diffuse), which will protect you. The host nourishes you, and may have to eat extra food as a result. You can choose to leave at any time, the same way you entered. You may also temporarily release your host while continuing occupation. If you do, you will have to win a new Quick Contest to regain control. -60%.
Puppet Only: You may possess your own Puppets automatically, but you cannot possess anyone else. -30%.
Spiritual: You must have the Spirit meta-trait to take this limitation. Your spirit body merges with and occupies the body of your host. It remains insubstantial during the possession, traveling inside the host but otherwise inaccessible to you and effectively mindless. It can be injured as detailed under Parasitic, but only by attacks that affect insubstantial things. A genuine exorcist can cast you out by winning a Quick Contest of his exorcism ability vs. your Will. You cannot return to a body you have been cast out of for at least 24 hours. You may choose to release your host at any time. If you are exorcised or leave voluntarily, the host recovers after 1d seconds of mental stun. -20%.
Telepathic: Your ability is part of the Telepathy psi power. -10%.

Power Investiture (M, Su) -- 10 points/level
A deity - god, demon lord, great spirit, cosmic power, etc. - has empowered you to cast 'clerical' spells. Add your Power Investiture to your IQ when you learn spells granted by the deity who bestowed this advantage. For instance, IQ 12 and Power Investiture 2 (Thor) would let you learn spells granted by the god Thor (and only Thor) as if you had IQ 14.

You may only learn clerical spells from a fixed list set by your deity, who may even dictate which specific spells you learn.