Advantages and Disadvantages - PRELIMINARY

Each Advantage or Disadvantage has a BP cost listed in parentheses after the name. This is the number of BP it cost to "buy" the advantage, or the number of BP gained for taking the disadvantage. Some Advantages and Disadvantages have varying degrees of impact upon a character. These are represented by multiple BP levels listed. 

ADVANTAGES
Acute Sense* (2, 4, 6)(Vision, Hearing, Smell, Touch)
All Perception skill use involving the use of the heightened sense gain a +10%, +20%, or +30%. 

Ambidextrous (4) or 2, 4, 8 (offset 5%, 10%, and both?)
The character can use two hands equally well. For Dralasites, this Advantage can be taken multiple times, allowing the use of an extra limb for each additional Advantage.  

Aptitude* (4)
A PC with the Aptitude Advantage has an unusual propensity for a specific skill. He can learn the chosen skill as a PSA skill. 

Attractive (2, 4, 6, 8)
Race: Human, Vrusk, Yazirian, Dralasite, Ifshnit,
A PC with this advantage is a particularly attractive member of his race. This may be due to his voice, appearance, scent, or a combination of these or more.  For each level taken, a PC gains a +10% to interpersonal interactions with members of opposite gender of the same race. They gain +5% to interpersonal interactions with members of the same gender (or neutral gender in the case of Dralasites) of the same race. 

Bi-cultural (5)
Instead of having the native language skill at level 6, the character gains his native language at level 5 and another language at level 4. In addition, he can learn Interpersonal: Diplomacy of both cultures as PSA skills. 

Force of Will (3, 6, 9)
Start with an additional 1, 2, or 3 Edge Points 

Toughness (4)
Characters with this advantage are unusually resistant to bumps and bruises. They only take one-half of Stun damage. 

Well Connected (3)
A remarkably social individual, this PC has twice as many starting contacts as other characters. 

Upper class
More starting funds. Stipend per month. 

DISADVANTAGES

 

Delusion (2, 4, 6)
From simple to complex, minor to extreme, this can have varying degrees of impact on the character. Ie. Superstitious (won't open umbrellas indoors), Racist (all Vrusk are really just large bugs and should be exterminated), etc. Any of the very extreme delusions would likey be worth higher BP, but also make a character unplayable. 

Hunted* (2, 4, 6)
The character is the object of a manhunt. The pursuer may be, law enforcement, a criminal faction, a corporation, or even an individual. The intensity and danger of the hunter varies with the level of the Disadvantage.  

Missing Arm
 

Missing Leg
 

Non-combatant (6) (Combat Paralysis ?): No RS bonus in dodging.
No IM benefit? All Weapons are non-PSA skills. 

Phobia* (variable)
-10 to -50% when in presence of object of fear. BP gained equal to the severity of the phobia (1-5) multiplied by a ratio representing how common the object is. 1 for common objects, 0.5 for uncommon, 2 for very common (Vrusk, Water, open areas)Common phobias among humans: arachnophobia (fear of spiders), acrophobia (fear of heights),  

Poorly Connected (3)
PC starts with half the usual number of friends and acquaintances. 

Sensory Impairment (2, 4, 6, 8, 10)
All skills requiring the impaired sensory modality suffer a penalty of -10% to -50%. Note: if there is impaired vision, the penalties will apply to ALL skills requiring sight, such as repair skills, and ranged combat – unless corrected lenses are worn. 

Unattractive (2, 4, 6, 8)