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Starfarer Player's Guide Version 0.2OL: Online version. This document is copyright 1998 by Alan D. Kohler. Permission granted to copy and distribute this document in its original, unaltered form for personal use only.

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Chapter 4: Character Creation Lists

Appendix A1: Skill Descriptions & Specializations

Table A1.1: Master Skills List




Animal Handling














Equipment Operation





Hostile Environs
















Quick Draw









Unarmed Combat


Weapon: Heavy

Weapon: Melee

Weapon: Ranged

Weapon: Thrown

Skill Descriptions:


Description: Acrobatics is the ability to perform difficult maneuvers in the air - by creatures that normally don't fly on their own power. Such abilities my be useful when precise maneuvering is required or to gain an advantage in combat.

Limiting Trait: Jumping

Specializations: Combat acrobatics, catwalk, break fall.


Description: This skill normally used to portray an alternate personality and emotions self as another person. Normally, this is used to entertain an audience, but occasionally can be used to misdirect an enemy.

Limiting Trait: Charisma

Specializations: Dramatic, Sensenet, Infiltration


Description: This is the ability to operate efficiently when dealing with or in a position of authority within a hierarchical organization. This skill would be useful in processing requests through paperwork or a chain of command.

Limiting Trait: Willpower

Specializations: Military, Corporate, Bureaucracy

Animal Handling (Categorical)

Description: This categorical skill entails the ability to deal with a certain class of wild animals, train or domesticate them, and utilize domesticated ones to perform certain tasks. Ease factors of related tasks would vary widely depending on the trainability of the animals, and not all specializations would be available to all categories (e.g., most mammalian herbivores cannot be trained to hunt, falconry is generally not applicable to non-flying creatures, etc.)

Categories: General class of animals (e.g., mammalian herbivores, mammalian carnivores, reptilian carnivores, etc.)

Limiting Trait: None

Specializations: Specific tasks or purposes (e.g., falconry, hunting, herding, guard animals, attack animals, household pets.)

Artist (Categorical)

Description: Artist encompasses a number of skills that allow and individual to make artistic objects and creations.

Categories: Drawing/Painting, Computer Graphics, Sculpting, Dance, Sensenet, Photography, Cinematography

Limiting Trait: Varies. Drawing/Painting, Sculpting: Dexterity. Graphics: Reason. Dance: Agility. Cinematography, Photography, Sensenet: Perception.

Specializations: Specific media or forms (e.g., cultural dance, slasher movies, watercolor painting.)


Description: This is the ability to plot the course of a spacecraft through normal and Q-space.

Limiting Trait: Physics.

Specializations: N-space, Q-space, Orbital, Atmospheric.


Description: This is familiarity with and conditioning needed to participate in a variety of athletic activities. Some athletic activities are handled under the movement skill (running, sprinting, jumping,) Some specific sports activities may incur significant penalties to those unfamiliar with the sport.

Limiting Trait: Endurance. Some specializations may be limited by other attributes, such as agility, dexterity, or strength.

Specializations: Throwing, Weightlifting, specific sports.


Description: This is the skill in offering graft for favors in an appropriate (usually unobtrusive) manner. This is normally thought of as an illicit activities, but in some societies and situations, graft and kickbacks are a perfectly normal and acceptable way of doing business.

Limiting Trait: Charisma

Specializations: Kickbacks, Political Graft, Specific societies or organizations.


Description: Charm is the ability to interact socially, forming and improving relations with other individuals. This is usually applied on a small scale, only a handful of people at a time at most. EF penalties may apply if the character lacks specializations pertinent to the characters' current situation, or trying to interact with members of an unusual or alien society.

Limiting Trait: Charisma

Specializations: Carousing (interacting in casual social setting), business, flirting (interacting with potential sexual partners), specific societies.


Description: This skill involves the general use of computer systems and software to achieve desired results and retrieve information. It does not directly involve repair of computer systems, writing or debugging software, or hardware; these are the province of electronics and engineering (computer) and engineering (electronic) skills.

Limiting Trait: Reason

Specializations: VRnet, specific applications or operating systems.

Culture (Categorical)

Description: This is familiarity with the customs, laws, and mores specific to a culture. Having this skill may prevent penalties when utilizing other interaction skills in the culture, or may allow the player to make judgements about expectations or appropriate behavior for the culture.

Categories: Specific culture.

Limiting Trait: Perception.

Specializations: Specific subcultures or social settings within the culture.


Description: This is the skill required to safely handle and safely and effectively use explosives for a variety of reasons. Most often this is to destroy structures or alter landscape. Other common uses are to perform infrasonic testing, pyrotechnic displays, and thermal boring charges to create shafts for mining.

Limiting Trait: Reason

Specializations: Civil, Landscape, Combat, Pyrotechnics, Infrasonic, Thermal Mining


Description: Disguise is the ability to alter one's appearance and behaviorism so as to appear as someone else. In the simplest form, this could be altering ones garb and mannerisms to appear as a technician. In more complex forms, this is using props and pigments to appear as a completely different person. Acting skill is also useful in pulling of such ruses.

Limiting Trait: Charisma

Specializations: Imitation of a specific person or type of person, make-up artistry, unobtrusiveness.


Description: This is the useful ability to avoid being hit in combat. Its use is covered extensively in the chapter on combat.

Limiting Trait: Agility.

Specializations: Ranged Weapons, Melee Weapons, Traps, Explosions.


Description: This is the skill required to maintain and repair a large variety of electronic equipment, from computers to beam weapons. Having this skill is also a good sign of intelligence.

Limiting Trait: Reason

Specializations: Computers, Beam Weapons, Communications, Sensors, other applications

Engineering (Categorical)

Description: Engineering skills are used to design and products and devise technologies. The specifics vary widely by category.


Computer Engineering: This is the use of programming languages or other tools to provide software and ROM programming (this does not extend to actual system design, which is the province of electrical engineering.)

Electrical Engineering: This is the design of systems that utilize elctricity a majority of their design, including computer hardware and electonic control systems.

Mechanical Engineering: This is the skill used in the design of devices that have structural members, moving parts, move fluids, and transfer heat. Examples might be starcraft hulls, cooling systems, or chemical engines.

Power Systems Engineering: This is the ultra-modern equivalent of nuclear engineering. It involves the design of systems that create and utilize high energy fields, such as fusion plants, plasma engines, and Q-drives.

Limiting Trait: Varies. All have mathematics. Computer engineering has computer skill. All others have physics.

Specializations: Specific disciplines within fields, such as: Civil, Structural, Astronautics, Cooling systems (mechanical), Computers, Nanotechnology, Lasers (electronic), Evolutionary programming, specific programming languages (computer), Q-drives, Fusion plants (power systems).

Equipment Operation (Categorical)

Description: These skills represent the training in use of special equipment that requires certain expertise and/or knowledge of procedures to safely or effectively use.

Categories: Sensor Operation, Surveillance Equipment, Starship Engineering, 20th century VCR-based chronographs, other special equipment.

Limiting Trait: Reason.

Specializations: Specific types of equipment in each category, e.g., Starship sensors, Laser-sonic surveillance devices.


Description: This is the skill needed to manufacture convincing falsified documents that may be required for various purposes, including identification papers, reciepts, security badges, and authorizations of various types.

Limiting Trait: Dexterity

Specializations: Signatures, Computer, ID documents, Receipts, Licences.

Gaming (Categorical)

Description: These skills represent a knowledge of the rules and strategies of certain games. Some games may have their own specific skills; others may include a variety of related games and have specializations to represent specific games.

Categories: Card-games (Poker variants), Card-games (Blackjack variants), Role-Playing Games, Dice Games, Wargames

Limiting Trait: Reason

Specializations: Specific games or tight categories of games, e.g., Guild&Empire, Stud Poker, Trichip


Description: This is skill with crew-served or vehicle mounted weapons, typically ones having a range of 5 or more.

Categories: Missiles, Projectile, Beam Weapons

Limiting Trait: Perception

Specializations: Specific subtypes or mountings: crew-served, starship mounted, particle cannon, railgun.

History (Categorical)

Description: This skill includes familiarity with topics concerning the annals of a certain race, region, or organization.

Categories: A given race or interstellar government (e.g., The Guild Protectorate), Megacorp, or major world.

Limiting Trait: Reason

Specializations: A specific topic (Literature, Spaceflight), time period (2300-2400), or region (a small group of related minor worlds or region on a major world.)

Hostile Environs

Description: This skill is experience in the use of techniques and equipment used in hostile environments. This is a singular skill, as use of measures to protect one's life in one environment is generally similar to another - using a vacc suit on an airless moon isn't that much different than using vacc suits in deep space. However, while the basic means of protection in different environments is superficially similar, the specific hazards and techniques can be quite different. If a character does not have the appropriate specializations, the GM should assess modest to severe penalties - maneuvering in zero-g is very different from maneuvering in jovian atmospheres.

Limiting Trait: Agility

Specializations: Zero-g, Vacuum, Low-G, High-G, Jovian, Underwater, Iceworld, Hotworld.


Description: This skill represents the use of inspiring of anxiety in a victim, other psychological methods, or outright torture to obtain and interpret information from an unwilling or unwitting individual, as well as effectively debriefing willing targets.

Limiting Trait: Willpower

Specializations: Torture, Psychological, Debriefing, or against specific target type or race.


Description: This is the use of such methods as daunting appearance, actual or implied violence, and thinly veiled--or vividly described--threats to cause anxiety in an individual or to manipulate their behavior.

Limiting Trait: Charisma or Strength

Specializations: By method (daunting appearance, violent behavior, threats) or target type.


Description: This skill allows the individual to defeat devices and security measures used to restrict their movement or access to certain areas. This includes a wide variety of activities, from safecracking to escape from bindings. Some activities are exceptionally difficult and would require a specialization to perform without penalty.

Limiting Trait: Dexterity

Specializations: Escape Artist, Safecracking, Picking Locks, Disarm Traps, Evade Surveillance, other specific activities.


Description: This is skill in a variety of methods that one uses to obtain otherwise unobvious bits of information about a given subject. It does not include forensic investigation.

Limiting Trait: Perception

Specializations: Canvassing, Interviewing, Research.

Knowledge (Categorical)

Description: This is a broad group of skills that describes familiarity the character has with one of a variety of subjects. This may be a scholarly area of study or a simple familiarity such as the familiarity one has with their hometown. More specific categories or might allow the character to make rolls concerning the topic in question with no penalty where a specific question might require penalties for a person with a broader skill.

Categories: Specific skills fall into more general headings of techniques, people, organizations, places, or things. Example of each category are: feng shuei, acupuncture, horse breeding (techniques), Triumvirate figures, MegaCorp execs, important scientists (people), The Patrol, The Jacobsen corporation, The Interstellar Resources Defense Council (organizations), Terra, Guild Space, The Shattered Frontier (Places), AI technology, Triumvirate Politics, and Godosian Archeology (Things).

Limiting Trait: Reason.

Specializations: Specific areas withing a general area of knowledge, e.g., current Triumvirate figures, the Special Services division of the Patrol, the North American region of Terra.

Language (Categorical)

Description: This is the ability to understand and communicate using a given language. Although one does not need any sort of specialization to speak another language, it is very difficult to learn all of the idioms and inflections that a native speaker of a language uses, and this foreign speakers of a language must make rolls to effectively pass as a native speaker.

Categories: The specific language to be learned.

Limiting Trait: Reason.

Specializations: Specific dialects, idiomatic usage.

Law (Categorical)

Description: These are skills understanding and applying the laws of complex societies. It might be needed to ensure that individuals or organizations are complying with regulations, as well as acting as a barrister in a court setting.

Categories: Specific law-utilizing entities. Where similar laws are applied to a large area but specific variations exist, a broad skill with specializations is warranted. Examples: Triumvirate Interstellar Law, Protectorate Interstellar Law, Corporate Laws (specify), World Law (specify).

Limiting Trait: Reason.

Specializations: Specific areas or subjects. Examples: Protectorate Trade Law, Triumvirate Military Justice.


Description: This is the skill required to effectively motivate and inspire subordinates as well as effectively managing their efforts.

Limiting Trait: Charisma

Specializations: Specific settings or applications; Business Management, Military, Network


Description: This is the skill needed to repair and maintain mechanical devices and structures.

Limiting Trait: Reason

Specializations: Specific types of devices: Pumps, Starship Hulls, Plasma Conduits


Description: This is the skill needed to maintain the health of living beings, either against mundane adversities and illnesses, or to repair damage caused by trauma to the body. This skill has a wide variety of specializations. A practicing physician would probably have many such specializations as well as a high level in the basic skill.

Limiting Trait: Biology, Physiology

Specializations: Pharmacology, Internal medicine, Physician, Surgery, Physical therapy, Cybernetic Medicine, Health Care / Nursing, Oncology, Paramedic, Neurology, Nanotherapy.

Movement (Categorical)

Description: These skill represents training the character has with their normal racial modes of movement beyond that represented by agility and endurance. Any character can attempt most of these tasks without training, but some may suffer penalties if it is not inherent to their race (such as humans swimming) or be wholly inappropriate for their race (such as flying for humans).

Categories: Jumping, Running, Climbing, Swimming, Flying, Brachiation

Limiting Trait: Agility, Endurance

Specializations: Specific environments and means of movement: Broad jumping, high jumping, SCUBA diving, Climbing Trees


Description: Where Astrogation refers to plotting movement in 3 (or n-) dimensional environments, Navigation refers to finding one's way on or near a worlds surface utilizing charts or landmarks.

Limiting Trait: Mathematics

Specializations: Specific environments or techniques: Aerial, Instrument, Sea, Forest.


Description: This is a "trained eye", useful in a variety of circumstances where small details may be important. The basic skill should be usable with the character's perception attribute with no penalties, but having specializations may be important in specific circumstances.

Limiting Trait: Perception

Specializations: Military Scouting, Surveillance, Intelligence, Notice Abnormalities, other specializations by purpose or setting.


Description: While the charm skill allows a character to change the reaction of NPCs towards the character, this skill allows the character to influence one or more NPCs' views of an idea, concept, or course of action. With this skill, the character change the opinion of an individual or a group concerning the validity and pertinence of a statement or idea.

Limiting Trait: Charisma

Specializations: Fast Talk, Oratory, Essays, Bargaining, Diplomacy, specific settings or targets.

Profession (Categorical)

Description: These are skills or training that one needs to practice certain professions that are not explicitly covered by other skills.

Categories: Specific professions: Accounting, Cook, Secretary, Waiter, Radiologist, Waste Management, Hazard Control, Cashier, Zookeeper.

Limiting Trait: Varies.

Specializations: Specific activities within discipline.

Quick Draw

Description: This is the ability to rapidly bring a weapon to bear in combat. In surprise situations, it may be used to offset penalties to the character's reaction score. While this usually implies the character using a weapon, a specialty unarmed allows an unarmed character to execute an attack on an enemy before they can bring their weapon to bear.

Limiting Trait: Dexterity

Specializations: Melee weapons ("iajitsu"), Pistols, Longarms, Unarmed


Description: This skill is usually utilized in riding various beasts of burden, but can also apply to trick riding or riding of vehicles where the character rides externally (e.g., gravbikes) in addition to the vehicle skill.

Limiting Trait: Agility

Specializations: Specific class of riding beast or vehicle, Trick riding, Gravbike, Rodeo-riding

Science (Categorical)

Description: This skill includes the gamut of scientific endeavors. Many of these fields overlap extensively, but consideration should be given by the GM as too when certain science skills can be used in the place of others, and what penalties apply when doing so.

Categories: Mathematics, Physics, Biology, Physiology, Astronomy, Archeology, Genetics, Geology, Planetology, Paleontology, Zoology, Psychology, Sociology.

Limiting Trait: Varies. Most hard sciences require mathematics and/or physics; most life sciences require biology.

Specializations: Specific fields within the broader categories: Astrophysics, Microbiology, Archeology of specific race.


Description: This is the skill required to hide, move unobtrusively, or otherwise avoid detection by other people or security and surveillance devices.

Limiting Trait: Agility.

Specializations: Hiding, Shadowing, Camouflage, Penetrate Security, Evade Surveillance.


Description: This is the skill used to interact safely and effectively with the shadier elements of society. Using this skill, the character can make contacts get information or goods, as well avoid conflicts.

Limiting Trait: Charisma

Specializations: Black Market, Inside information, specific regions or criminal organizations.


Description: Survival is the skill required to find basic necessities of life in uncivilized or otherwise hostile surroundings.

Limiting Trait: Perception

Specializations: Specific terrain types or activities (foraging, water acquisition), Urban


Description: This is proficiency is effectively utilizing resources and predicting enemy actions in real or simulated combat situations.

Limiting Trait: Reason.

Specializations: Small unit tactics, strategic deployment, single ship, fleet, covert action, other specializations appropriate to application or setting.


Description: This skill is used to find living beings or other unobvious objects, usually in a wilderness setting, by observing signs of its passage. Note that this does not cover finding a person through research and canvassing; that is the purview of the Investigation skill.

Limiting Trait: Perception

Specializations: Specific setting or applications: urban, hunting.


Description: This skill is familiarity with the world of free commerce. Includes the ability to assess value of items, find buyers or sellers, and make profitable transactions.

Limiting Trait: Willpower

Specializations: Appraisal, Bargaining, Speculation, Stock Trading, specializations specific to certain races, regions, or types of items.

Unarmed Combat

Description: This is the ability to hurt someone with your bare hands--or feet, or tentacles, or whatever.

Limiting Trait: Agility

Specializations: Specific Maneuvers or Martial Art styles.

Vehicle (Categorical)

Description: This is the general ability to operate one of a number of vehicles. While some vehicles actually take several people to operate, this skill is the one that applies to primary pilots of the vehicle.

This skill does not include skills in operating supporting or engineering systems associated with the vehicle, or navigation (or astrogation of the vehicle.)

Categories: By vehicle type: aircraft, spacecraft, wheeled vehicle, motorcycle, tracked vehicle, helicopter, ground effect.

Limiting Trait: Dexterity

Specializations: Specific subtype of vehicles or modes of operation: Jet Fighter Aircraft, Spacecraft (Battlecruiser), VTOL operation, Racing Motorcycle, Tank.

Weapons, Heavy (Categorical)

Description: This is the use of weapons that are man portable, but must be fired stationary from a pintle or tripod, or are mounted on Personal Mechanized Unit armor. In most cases, these weapon are RC 5 or 6, but this applies to some railguns and particle cannons of RC 4.

Categories: By weapon type: Missiles, Mortars, Projectile, Beam.

Limiting Trait: Dexterity or Perception.

Specializations: Specific weapon within categories (Railguns) or special modes of use (indirect fire).

Weapon: Melee (Categorical)

Description: This is the skill of using implements in melee combat.

Categories: Cudgels, Swords, Knives, Axes, Staves.

Limiting Trait: Agility

Specializations: Specific weapon types: Tanto (knife), Gladius (sword), Chair (Cudgel)

Weapon: Ranged (Categorical)

Description: This is the skill of using man portable ranged weapons, RC 4 or less.

Categories: Energy Pistol, Energy Longarm, Projectile Pistol, Projectile Longarm, Bows, Crossbows.

Limiting Trait: Dexterity.

Specializations: Specific weapon subtypes: MLA (Railgun) pistols, Laser Rifles, Muzzle-loading rifles, etc.

Weapon: Thrown

Description: This is the ability to use weapons that are hurled by the character without the aid of other devices. This skill is not considered categorical, but some weapon types are bizarre enough that significant penalties should be assessed if the character lacks specialization.

Limiting Trait: Dexterity.

Specializations: Specific weapons: Daggers, Darts, Shuriken, Bolos.

Appendix A2: Advantage Descriptions

Table A2.1: Master Abilities List

Acute Senses

Alien Empathy





Combat Reflexes

Cyber Receptive

Direction Sense

Fast Healing



Life Support

Light Sleeper


Mental Calculator


Photographic Memory


Psionic Aptitude


Resist Disease

Resist Toxins

Resist Pain

Size Advantage

Speed Reading

Toughness Ability Descriptions

Abilities are given the designations in square brackets of X,G,A, or O. "X" means that the ability may be part of a xeno-template. "G" means that the ability may be part of a geno-template. "A" means that the ability may be part of an archetype template. "O" (short for "open") means that the ability does not have to be purchased part of a template.

Acute Senses (Categorical)[X,G,O]

Description: Acute senses reflect an above average ability in one or more senses that a character uses to perceive the world. It may be purchased for any sense the character has, but each sense must be purchased separately.

Acute senses are purchased in levels like traits. Levels add to a characters perception score when the acute sense is being used, and at the GMs discretion, may offset penalties to a task level. Levels up to 5 may be purchased openly. Above level 5 may only be purchased as part of a xeno or geno template.

Categories: Vison (normal), Vision (night), Hearing, Smell, Sight, Touch.

Cost: As skill. Only 15 CPs (5 levels) may be purchased outside of a template.

Alien Empathy [X, G, A, O]

Description: This is an unusual adaptation that allows a character to offset penalties when performing interpersonal tasks with alien species. Each level will cancel a -1 penalty per level of the Alien Empathy ability. The DM may have to determine if the character can buy this skill for extremely hostile alien species.

Categories: May be purchased for a single alien species, a set of similar alien species (any appearance category save "totally alien."), or for all alien species.

Cost: Cost is as a skill x5 for a single alien species. Add 1 to the effective skill level for cost purposes for similar alien species (thus level 1 in alien empathy in "amoebic alien life" would cost 15 points). Add 2 for all alien life forms; the GM may limit the use of this ability. The GM may also impose a cost penalty for taking a skill with truly alien species, and the ability may not counter specific cultural penalties.

Alertness [X, G, A, O]

Description: Similar to Acute senses, alertness is indicative of a character's ability to perceive and react to situations more rapidly than an average human. The level of ability in alertness is added to the characters reaction score the first round of a combat, and may be used as a bonus to a characters perception in situations in which the character must perceive and react to a threat. Add 1 to the EF of any checks to determine surprise for each two levels (or fraction) of alertness ability.

Cost: As skill x3.

Ambidexterity [X, O]

Description: Normally, most species only have one primary manipulatory appendage (hand). Tasks with the off hand may suffer up to a ½ penalty on agility and dexterity, or up to a -2 penalty on ease factors using an off hand. Having this advantage offsets all such penalties, but not penalties for multiple actions in a round.

Cost: 5 points.

Aptitude [X, G, O]

Description: An aptitude is a special knack with a skill or set of skills. A character may only buy this ability once, but it may encompass several skills.

A character receives a +1 skill bonus or offsets a -1 EF penalty with any skill that the aptitude applies to. The DM decides which is more appropriate.

Cost: Treat the number of skills the aptitude applies to as a trait level and consult the trait cost chart as a skill x5.

Attractive [G, A, O]

Description: Normally, a character's appearance is defined by their charisma and endurance. A character with the attractive advantage is considered a desirable specimen among their race and gender where appearance is concerned.

A character is considered to start out with an appearance "attribute" of 4. For each level of appearance purchased beyond this, the character receives a +1 bonus on reaction checks for the opposite gender of their own species and half of this towards the same gender, or on other interpersonal tasks of the same gender.

Cost: As attribute. If the character chooses to have appeal that only applies against a certain subculture, then they may take the ability at ½ cost.

Combat Reflexes [X, G, A, O]

Description: A character with combat reflexes is quick in combat and difficult to get the jump on. A character with combat reflexes adds their combat reflexes ability level to their reaction score and to any dodge checks.

Cost: As skill x3 A character with combat reflexes my only take up to 3 levels of the ability without a templates part of an archetype template.

Cyber Receptive [X, G, O]

Description: The intrusive act of installing hardware in the body of a living being can cause lasting shock and damage to their essence. A character with this ability reduces the essence cost of cyberware by ½ and reduces the adverse effect of failed cyber-surgery installation rolls by 1 level.

Cost: 20 points.

Direction Sense [X, G, O]

Description: A character with this ability has a sort of "internal compass." The instinctively know what direction they are going and can navigate without complex equipment. This ability can normally be bought in 3 levels. The character may reduce penalties to perception and navigation rolls for not having equipment by ½ of their ability level (round up.)

Characters with direction sense-1 can determine direction of travel on foot traffic or in slow (less than 100 kph) surface vehicles. Level 2 allows the character to use this ability in fast or flying vehicles. Level 3 or higher skill will allow the character to use the ability in interplanetary vehicles. The GM may wish to allow levels higher than this; applications might include overcoming gravitic fields and determining directions traveled in Q-space.

Cost: As skill x3. Levels above 2 may only be purchase as part of a xeno- or geno-template.

Fast Healing [X, G, O]

Description: Characters with this ability have the ability to rapidly recover from wounds and more easily survive severe wounds. For each level of ability, double the healing rate of the character. For each two levels of ability, reduce the severity of wound resolution rolls by 1.

Cost: As skill x5. Above level 2 may only be purchased as part of a geno- or xeno-template.

Fearlessness [X, G, O]

Description: Characters with fearlessness have unbreakable morale and are very difficult to intimidate. The character reduces the effects of any intimidation rolls by 4 levels, and is never required to make a willpower check when performing nerve-wracking tasks. The does not mean that the character is suicidal or overconfident, just very calm in the face of danger.

Cost: 10 points.

Intuition [X, G, O]

Description: A character with this ability has an uncanny ability to sense the outcome of a situation that they do not have all the facts about with uncanny accuracy. This ability is almost a form of psionics.

If, during the game, the player suspects something is amiss, they may request an intuition check. And intuition check is usually a check vs. perception and essence, at a level determined by the DM. The DM deducts one karma point from the character and makes the check secretly. If the check succeeds, the character receives an impression of what is wrong. If the check fails or nothing was wrong, the GM returns the karma point to the character at the end of the session

Cost: 15 points.

Life Support (Categorical) [X, G]

Description: With this ability, the character has the ability to survive environments deleterious to human life. The nature of this ability varies wildly, but is usually the results of evolution or genetic engineering to adapt to specific environment. Heat, cold, and radiation resistance are treated as armor of the appropriate type at the level of the ability. Pressure resistance allows the character to operate in an environment with a pressure of up to 2^level+1 atmospheres (for high pressure) or ½^level+1 in atmospheres (for low pressure).

Categories: Heat resistance, cold resistance, radiation resistance, low pressure, high pressure, different media (water, etc.), filter toxins.

Cost: As skill. Levels above 5 are not allowed to geno-templates. Half the cost if the creature has a corresponding vulnerability to an opposite environment. Treat breathing different media as a 10 point ability and filtering toxins as a 5 point ability.

Light Sleeper [X, G, O]

Description: A character with this ability is very sensitive and even alert while sleeping. A character with this ability may make perception checks to notice intruders or other unusual occurrences while sleeping. Further, normal characters half their reaction scores the round that they wake up; characters with lightsleep forego this penalty.

Also available to xeno and geno packages are reduced sleep. This is bought in levels. Normal sleep periods are assumes to be 1/3 of a standard day. A character with reduce sleep halves this ratio for each level of reduced sleep.

Cost: 10 points for light sleep. Xeno- and geno-templates may also buy reduced sleep at the cost of a skill x5.

Longevity [X, G]

Description: This ability slows the aging process in a character. A normal character starts accumulating aging points at an age of 30. A character with longevity does not start accumulating aging points until 30 + 5x (level in longevity) and adds their longevity to their endurance score when making aging checks.

Cost: As skill x3.

Mental Calculator [X, G, A, O]

Description: Characters with this ability may make rapid, accurate mathematical calculations without the assistance of a calculator or computer. The character can offset time penalties for doing such calculations and may even receive a +1 EF modifier to certain tasks that require calculations (GM option.) The GM may allow the player to keep a calculator at the table and use it as a resource if needed, even if their character has no such access to such resources. The GM may, alternatively, simply tell the player the answer to any questions that would normally depend upon such calclations.

Cost: 10 points.

Movement (Categorical) [X, G]

Description: A character with this ability can move at high speed or in different mediums. This is not merely the ability to run quickly (which is covered by the movement skill) but the ability to run, fly, or swim differently than a human can.

Levels in the movement ability represent increased speed in one movement mode, usually ground (running). For each TWO levels of movement ability, double the calculated speed. For 1 level, multiply by 1.5. Swimming and jumping movement are also handled similarly.

Flying costs a base of 10 points to give the creature speed equal to its ground movement, but each level doubles the calculated speed. If the creature is considered to glide, not fly, half the cost and only double the speed for every two levels.

Cost: As skill x3. For flying, add 10 points. For gliding, ½ cost of flying.

Photographic Memory [X, G, O]

Description: This skill is very useful to a wide variety of characters, especially those in investigative pursuits. It allows the character to remember precisely events and images that the character has viewed. Nominally, there is no time limit to this memory, but over a year or so, the GM may be well within his rights to require a reason check before allowing the character access to a specific memory.

This ability has several advantages. First, it may allow the character several attempts to notice an unusual event, or specific details of a setting. The DM may allow a character with photographic memory multiple attempts to perform reason, perception, and observation based tasks that have to do with recalling specific pertinent items.

Second, the character can remember long winded texts exactly, even if the character does not understand the subject matter. This allows the character to smuggle information in his head, or to recite important instructions exactly. The GM may allow this skill to offset penalties to a task for lacking a specific skill or specialization if the have read text pertinent to the task at hand.

This ability can easily be abused as a "universal skill." If the character tries to read a little of everything in order to act as a jack-of-all trades, the GM should impose reason or willpower checks to keep the power of this ability reasonable.

Cost: 20 points.

Prodigy [G, O]

Description: The character is exceptionally young for a character of his or her abilities. Accordingly, when rolling the character's age, half any positive modifiers to the character's age (not the base 12) for each level of this ability.

If the character ends up being less than 18 years old, roll a d10 and add 8. If the total is more than the character's age, the character is small, and is treated as having one level of size disadvantage until they reach an age equal to the number rolled on the dice. Since this is temporary, the character only gets one fifth of the points normally granted for the size disadvantage for each year they are less than the age rolled on the dice.

Cost: As skill x5.

Psionic Aptitude [X, G]

Description: Psionic ability is normally strictly a product of what race the character belongs to. Genetically engineering or eugenically breeding psionic aptitude is possible but difficult. This ability determines what range of psionic abilities are available to the character.

The default level of psionic aptitude for humans is 4. Levels above this are purchased through this ability; levels below this are considered under the disadvantage psionic ineptitude. The general effects of psionic ability are as follows.

Cost: As skill with base level of 4.

Note: As the role of psionics vary greatly between SF settings, the GM may alter the beginning level of this ability, allow it to be purchased as an archetype of even open option, or disallow psionics (and thus this ability) totally.

Reputation [X, G, A, O]

Description: A character has a reputation, earned or not, that may be of benefit in certain situations. This ability comes in two types, "good" or "dangerous." Good means that the character is well known for achievements of some sort. This sort of skill can help the character get employment and influence reactions and interpersonal tasks. Assume a +1 EF on reaction checks and interpersonal for each level of ability.

A "dangerous" reputation tends to portray the character as a seedy or threatening character. This may act like a good reputation among some circles, but in high society or law enforcement officials, it would be treated as a stigma.

A purely bad reputation would be treated as a stigma (under drawbacks).

Cost: Good reputations are as skillx5. Dangerous reputations are as skillx3.

Resist Disease (Categorical) [X, G, O]

Description: A character with this ability is resistant to one or more diseases. Diseases under this skill should be listed in categories. A character with this ability gets a +1 EF on any ability checks against any protected disease, and a +1 attribute modifier against this disease and any related diseases.

Categories: The GM should generate a list of common dangerous diseases.

Cost: As skill. This cost is x1 for a narrow group of diseases, x2 for a broad group of diseases, and x3 for all known diseases hazardous to the character's race. Xeno packages can only use the later two options (either the race is a scavenger race that is relatively immune to microbes originating on its homeworld, or it has a biology that does not foster hazardous microorganisms.) Only levels up to 4 can be taken as an open option.

Resist Toxin (Categorical) [X, G, O]

Description: A character with this ability is resistant to one or more toxins. Diseases under this skill should be listed in categories. A character with this ability gets a +1 EF on any ability checks against any protected toxin, and a +1 attribute modifier against this toxin and any related toxins.

Categories: The GM should generate a list of common dangerous toxins.

Cost: As skill. This cost is x1 for a narrow group of toxins, x2 for a broad group of toxins, and x3 for all known toxins hazardous to the character's race. Xeno packages can only use the later two options (indicating that the character's race is can absorb nearly any material without hazard to their biochemistry) Only levels up to 4 can be taken as an open option.

Resist Pain [X, G, A, O]

Description: A character with this ability is resistant to incapacitation due to pain diseases. A character with this ability gets a +1 attribute modifier to their stun total and to checks to see if they can act due to injury.

Cost: As skill x2. Only levels up to 4 can be taken as an open option.

Resist Disease (Categorical) [X, G, O]

Description: A character with this ability is resistant to one or more diseases. Diseases under this skill should be listed in categories. A character with this ability gets a +1 EF on any ability checks against any protected disease, and a +1 attribute modifier against this disease and any related diseases.

Categories: The GM should generate a list of common dangerous diseases.

Cost: As skill. This cost is x1 for a narrow group of diseases, x2 for a broad group of diseases, and x3 for all known diseases hazardous to the character's race. Xeno packages can only use the later two options (either the race is a scavenger race that is relatively immune to microbes originating on its homeworld, or it has a biology that does not foster hazardous microorganisms.) Only levels up to 4 can be taken as an open option.

Size Advantage [X, G, O]

Description: A character with this ability is larger than the human average. Each character is assumed to have a mass rating. The human average mass rating is 6; this corresponds to a mass between 51 and 80 kilograms. This is figured into many figured attributes and provides a modifier to the character's strength.

Cost: As attribute with a base value of 6. The cost, mass rating, and mass of various size modifiers is given in the table below. Only one level may be taken as an open option; any remaining levels can only be obtained through xeno- or geno- packages.

The converse of this advantage is the diminutive flaw, c.f. A character cannot take size advantage and the diminutive flaw.

Size Advantage Table:
Size Mod Mass Rating Cost, CPs Mass, KG
51 - 80
14  81 - 127
30  128 - 201
48  202 - 318
10  68  319 - 505
11  90  506 - 800
12  114  801 - 1268
13  140  1269 - 2010 
14  168  2011 - 3185 
15  198  3186 - 5048 
10  16  230  5049 - 8000

Speed Reading [X, G, A, O]

Description: A character with this ability can assimilate written information much more rapidly than a normal human. This ability is purchased in levels. 5 levels of skill allow a character to read at 10 times the speed of a normal human. Each level allows the character to read about 1.6 times faster than the previous level.

Speed Reading Table:
Level Cost, CPs Multiple of reading speed
10  6.3 
15  10 
21  16 
28  25 
36  40 
45  63 
10  55  100 

Cost: As skill. Only levels up to 4 can be taken as an open option. The below table summarizes the cost and relative speed of various levels of this ability:

Toughness [X, G, A, O]

Description: A character with this ability can withstand more damage than a normal character of their size. Toughness is purchased in levels. A character receives a variety of benefits from their toughness score.

First, a character with toughness treats their toughness score as an inherent AR. This AR is not cumulative with any other ARs except natural armor. Since toughness is typically 3 or less, this is a relatively minor ability, but allows the character to blow off minor attacks such as unarmed attacks.

Second, a character's toughness score is added to their resilience rating and base wound rating.

Third, a character uses their toughness rating as a trait bonus to their endurance rating for the purpose of any shock or incapacitation checks.

Cost: As skill x5. Only levels up to 3 can be taken as an open or archetype option.

Table A2.2: Master Perks List









Wealth Perk Descriptions


Description: This perk indicates that the character wields some sort of authority due to their position within an official organization. Examples could include a branch of the military, a corporation, or some sort of police force.

Having a low rank in such an organization is actually considered a flaw, since such a character will be considered a resource more than command them. The following level shows the basic level of perk and the corresponding military and corporate rank.

Authority Basic Level Table
Level Military Rank Corporate Rank
1 E1-E3 Worker
2 E4-E6 Team Leader
3 E7-E9 Manager
4 W1-W4, 01-02 Junior Executive
5 03-04 Executive
6 05-06 Senior Executive
7 07-08 Junior VP
8 09-010 Senior VP, CEO

To this basic level, modifiers must be applied. The GM may apply modifiers of -1, 0, +1, or +2 for each of the following categories: Resources: -1 (local police force) to +2 (interplanetary military); Autonomy: -1 (base security) to +2 (covert agent); Authority: -1 (none) to +2 (interstellar police powers).

Cost: As skill at a base level of 4.

Note: This perk may have a profound impact on the campaign. This perk should fall under the GM's scrutiny, and should not be taken without the GM's permission. The GM may require the character to take specific templates to take this perk.


Description: The character begins the game with one of more items of bio-engineered symbiotic implants. These implants cost the character essence in addition to character points. See the section on equipment for more details.

Cost: See the section on equipment for details.

Note: Not all campaigns will have bioware. Take this perk only with GM permission.


Description: The character begins the game knowing - and having a degree of influence over - a person that may be in a position to help the character.

Contacts are described in two terms - level and reliability. Level is typically in the range from 1 to 5. Level of the contact represents how useful the contact is. This may be in terms of political influence or authority, or in terms of skills the contact can offer.

When expressed in terms of influence, the contact may have rank or authority up to double the level of the contact (see the authority perk). For example, a brigadier general would probably be a level 4 contact. The GM may adjust the level of the contact upwards if the contact's level does not reflect the level of the influence. Often an wily aide or clerk may wield as much power - and be more free to act - as a higher ranked official would.

When expressed in terms of ability, the contact might have a proficiency level up to 4 times the contact level. A level 4 contact might be a bounty hunter with abilities as a character of PL 16.

In addition to the contact level is the reliability of the contact. This should be treated as an ease factor bonus when requesting a favor of the contact, and typically ranges from 1 to 3.

Normally a character decides what specific contacts the character has when this perk is purchased. However, at the GM's option, a player may choose a contact as "open." This means that the player does not choose what exactly the contact is when generating the character, but during the game when it is more apparent what would come in handy.

If the GM allows this option, the character must pay the total of the contacts level and reliability in karma points at the time the player wishes to utilize the contact. After that point, the contact is no longer "open."

Cost: Buy as a skill of a level equal to the reliability level, multiplied by the contact level. To buy a level 4 contact with a reliability level of 2, it would cost 12 points (3 is the cost of a level 2 skill, times the contact level of 4 is 12.)


Description: The character begins the game with one of more items of cybernetic implants. These implants cost the character essence in addition to character points. See the section on equipment for more details.

Cost: See the section on equipment for details.

Note: Not all campaigns will have cyberware. Take this perk only with GM permission.


Description: The character begins the game with one or more followers that have some degree of loyalty to the character. This is similar to the authority perk, but does not come with the attendant obligation to a higher authority.

A character is normally assumed to only be able to have henchmen that are equal to or below the character's own PL.

Cost: Base cost of 3 times the NPC's PL. An additional cost 5 points for 1.6 multiple in the maximum level of followers. For example, an extra 25 points will buy 10 followers.


Description: A patron is an ally, friend, employer, mentor, and/or benefactor to the character. A patron has abilities and/or resources that can prove very useful to the player.

A patron is rated in terms of resources they control. Most patrons should be considered to start the campaign controlling 1 million credits; some may be much more powerful.

The patron may occasionally require the character to perform assignment to pay for benefits that the patron provides, but generally, the patron and the character should be considered to have similar or coinciding goals, which is why they enter the mutually beneficial relationship to begin with.

Cost: A patron controlling 1 million credits worth of resources costs 15 points. Each additional point increases the patrons resources by 1.6 times, each 5 points increases the patron's relative power tenfold. A 35 point patron would control 100 million credits worth of resources.


Description: The character begins the game with a starship or other vehicle appropriate to the milieu. Starships typically cost in the tens or even hundred of millions of credits.

The scale used for this perk is similar to that used for the wealth perk. However, this perk has the advantage that the cost may be split between several characters.

The GM may wish to allow this option to allow the characters to purchase other forms of equipment. In no case should this equipment be immediately liquidatable. If you want your character to start out rich, use the wealth advantage.

Cost: 10 points grants a vehicle with a new value of about 10,000 credits. Every additional point allows 1.25 times this figure. Every additional 10 points allows a ship of ten times this figure. At this rate, a 100 million credit starship would cost 50 points.

Unlike other perks, this cost may be split between party members. The split may be negotiated any way available, but the amount each character pays should be representative of the character's stake in the ship.

The above cost is assumed to have the ship financed with a 10% downpayment. The players may choose to have a higher percentage of the ship payed off buy spending extra point. Each character must spend 1 point to muliply this base figure by 1.25. If each character spends 10 extra points, the ship is 100% payed off, and is thus owned free and clear.

Note: Not all campaigns will assume that the players are part owners in a starship. Take this perk only with GM permission.


Description: Any starting character is assumed to start the game with 1000 credits in cash. A character may take the wealth advantage to start with a higher figure than this.

Cost: Each character point that the character spends on wealth multiplies the starting wealth figure by 1.25 times. Each 10 CPs gives the character 10 times the starting wealth of 1000 credits. Thus a character who spends 50 points would have 100 million credits in assets.

It is up to the GM how much of this wealth is actual cash and how much is tied up in assets. One simple assumption is that for each point the character spends on wealth over 5, 2% of the characters wealth is in assets vice cash, up to a maximum of 90% Table A2.3: Master Psionics List

(Italics indicates a primary psionic skill. Skills listed under each are the attendant specializations.)


Psi-Shield (1)

Psi-Block (2)

Psi Barrier (3)

Psi Backlash (5)


Sense (1)

Aura Sense (2)

Farsight (3)

Object Read (4)

Precognition (6)


Willpower (1)

Healing Trance (2)

Stasis (3)

Adrenalin Control (4)

Weapon Bond (4)

Regeneration (5)


Slide (1)

Lift (2)

Manipulate (2)

Push (3)

Bend (3)

Shield (4)

Throw (4)

Crush (5)

Impact (5)

Chill (6)

Heat (6)

Cleave (7)


Truthear (1)

Mind Mask (1)

Distract (2)

Sense Mind (2)

Suggestion (3)

Empathy (3)

Converse (3)

Mind Read (4)

Confuse (4)

Empathic Implant (5)

Agony (5)

Memory Implant (6)

Appendix A3: Flaw Descriptions

Table A3.1: Master Flaws List





Compulsive Behavior

Deep Sleeper




Physical Disorder

Psionic Ineptitude

Psychological Disorder


Sensory Impairment


Synth-nerve Allergy


Standard Conventions

The scale that is used for skills and advantages is not used for flaws in most cases. Most have three parts: frequency, severity, and impact. The ratings have a number from 2 to 5. To find the final value of the disadvantage, multiply the three numbers together and half the result. This allows the player to take a few minor 4 point "quirks" just for fun. However, to get a large number of points, the player must take some truly debilitating flaws.

The standard ratings for disadvantages is as follows; specific flaws may have alternate scales for these ratings:


2 - Comes into play less than one time per adventure

3 - Comes into play once per adventure

4 - Comes into play more than once per adventure


2 - Must roleplay or overcome with Will x10 roll.

3 - Must roleplay or overcome with Will x5 roll.

4 - Must roleplay or overcome with Will x3 roll.

5 - Must roleplay or overcome with Will x1 roll.


2 - Minor impact, -1 EF or trait modifier

3 - Major impact, -3 EF of trait modifier

4 - Severe impact, -5 EF or trait modifier or potentially deadly results.


Description: A character with this flaw has a physical or psychological need for a certain substance or other means of simulation (e.g., electrical stimulation to the pleasure centers of the brain.)

Frequency: Describes how often the side effects or withdrawl symptoms come up; use the standard scale.

Severity: Describes how easy the substance is to acquire and how easily the effects of the drug are shaken off. Use the standard scale as a measure of addictiveness, and add the following number for availability :


-1 - Less than 50 credits per daily dose.

0 - 51 to 100 credits per daily dose.

+1 - Over 100 credits per daily dose.

Impact: Use the standard scale. The listed result is assumed to be effects of using the substance (euphoria, hallucinations, shaking, etc.) or withdrawl symptoms. If you wish to separate the effects of use and withdrawl symptoms, half the point value of the impact for use and for withdrawl and add them together.


Description: The character starts the game at a relatively advanced age. A sort of aging disadvantage is built into the game system in that a character adds a number of dice to their age according their proficiency level. However, this age system assumes individuals that have achieved a fair level of development at a fairly early age; a character with this disadvantage has a little more realistic skill acquisition rate... and will thus be a little older for a given PL.

An aging character will accumulate "aging points." These points are accumulated at the rate of 1 per 2 years over 30 and one per year over 50. These will tend to reduce a characters statistics as they age. See the player's manual for more details.

Frequency: Frequency is based on the overall availability of age-retarding products in the campaign. Use the following guidelines instead of those in the general guidelines:

2 - Rejuvenation techniques are generally available in the campaign (generally TL 16+)

3 - Age retarding drugs are available in the campaign (Generally TL 14+)

4 - Anti-aging techniques are generally unavailable in the campaign.

Severity: The severity is based on how old the character is compared to the standard assumptions. Use the following scale:

2- Treat all of the characters age dice rolls as 5s (instead of rolling a d5.)

3 - As above, but add 10 years to the character's starting age.

4 - As above, but add 20 years to the character's starting age

5 - As above, but add 30 years to the character's starting age.

Impact: After you have selected severity, you should determine the character's starting age. The age at which the character will be starting the campaign is a measure of the actual impact:

2 - Starting age is less than 40.

3 - Starting age is 41 - 60.

4 - Starting age is 61 - 80.


Description: The character suffers an adverse effect when exposed to certain substances or compounds. These can be things that are products of industry, such as a common coolant compound, or organic compounds associated with specific creatures or pollens. This should not include poisons that are already inimical to the character's race.

Frequency: Use the standard scale.

Severity: Use the following scale

2 - Effects may be prevented by easily available drugs or reduced End x 10 roll.

3 - Effects may be prevented by moderately available drugs or reduced by End x 5 roll.

4 - Effects may be prevented by difficult to obtain drugs or reduced by End x 3 roll.

5 - Effects may be reduced (only) by difficult to obtain drugs or End x 1 roll.

Impact: Use the standard scale.


Description: The character is an unsightly or distinctive member of their race. At best, the character is easily spotted and cannot blend into the crowd. At worst, the character is ill-suited to social interactions, as you will repulse members of your race.

This disadvantage is not appropriate to alien species unless they are repugnant to their own species or will not frequently interact with members of their own species. The frequency scale can be used to gauge this where it does apply.

Frequency: This is based upon how broad a group the penalty applies toward.

1- Appearance is merely unusual or distinctive.

2 - Alien appearance in cosmopolitan campaign.

3 - Alien appearance in humanocentric campaign.

4 - Alien and unique appearance.

Severity: This factor determines how easy it is to avoid the adverse effects in personal interactions.

2 - Easily concealable.

3 - Concealable with appropriate skill rolls.

4 - Concealable with technology.

5 - Not concelable.

Impact: Use the standard scale at a -1 to the listed value. The listed modifier is applied to interactions with the affected group. A -1 CS usually just means that the character is unusual. A -5 indicates that the character is horrifying to behold.

Compulsive Behavior

Description: The character has some sort of extreme behavior that is likely to get her in trouble. Examples could include lechery, bigotry, compulsive honesty or impulsiveness, or perhaps something more specific.

Frequency: Use the standard scale. This indicates how often the behavior is to come up. If you hate "Rigelians" and you meet them every session, this might be worth a base value of 3 or 4. If you are not likely to meet them every game, this is worth only 2.

Severity: Use the standard scale may be applied in determining whether the character can overcome the compulsion.

Impact: Use the following:

2 - The behavior can cause social embarrassment.

3 - The behavior can cause loss of money or incarceration by authorities.

4 - The behavior will put the character's life in jeopardy.

Deep Sleeper

Description: The character does not notice things when sleeping and is not easily roused from a slumber.

Frequency: Assume a value of 2.

Severity: Use the standard scale. The listed multipliers are used as willpower or perception checks to rouse from a slumber.

Impact: Even once roused, the character is slow to regain their faculties. The listed modifiers apply the round the character's initiative, combat, and perception rolls the round that the character is wakened and d5 rounds afterwards. The next lower category applies d5 rounds after that, and so on. So a character with the worst deep sleep would suffer -5 for d5 rounds, -3 for d5 rounds, and -1 for another d5 rounds.


Description: The character begins the game with family or friends that requires their attention or support, and may become involved in adventures.

Frequency: Use the standard scale. This indicates how frequently the character becomes involved in the campaign.

Severity: This indicates how difficult the dependant is to care for:

2 - The dependant is competent.

3 - The dependant is weak or challenged.

4 - The dependant requires special care.

Impact: This describes what kind of attention the character usually has to foster on the dependants.

1 - Economic support (e.g., a poor girlfriend back home).

2 - Occasional danger (e.g., a poor girlfriend on a frontier zone.)

3 - Frequent danger (e.g., a poor girlfriend in a warzone.)


Description: This is the opposite of the size advantage. The character is smaller than the human average.

A character may not take more than one level below the racial mass rating for their race. Any other levels must be taken as a xeno-template.

Frequency and Severity: Do not use the standard scale. Instead, treat this as an attribute (i.e., a skill at double cost) with a base cost of 6. The meanings of these levels and flaw values are as follows.

Diminutive Flaw Table
Size Mod Mass 


Cost Mass, LL (kg) Mass, UL (kg)
-5  -40 
-4  -36  13 
-3  -30  14  20 
-2  -22  21  32 
-1  -12  33  50 
51  80 


1 - The character will outgrow the size levels. The GM will handle this; at most assume that the character will gain 1 size level every 5 years.

2 - The character's size is permanent.

Remember that these are then multiplied by the value from the flaw table and by ½.


Description: The character has someone powerful most put out.

Frequency: Describes the scale on which the enemy operates, and thus the likelihood that the character will run into his old foes:

2 - Limited to a planet or small concourse of planets.

3 - Limited to a large concourse of planets.

4 - Operates in most or all of a race's extent in interstellar space.

Severity: Just how big of a mistake did you make when you PO'd these folks?

2 - Enemy is a single person on par with the player in power.

3 - Enemy is a small group on par with the character.

4 - Enemy is a large group and/or very powerful.

5 - Enemy is very large and/or very powerful.

Impact: What does your enemy want from you?

2 - To keep an eye on you.

3 - To incarcerate you.

4 - To separate you into your component atoms.

Physical Disorder

Description: This is a catch-all flaw that can describe a wide variety of limitations in the characters mobility and functionality. Use the standard scales to determine point values.

Frequency: This describes how frequently the disorder affects the character. Characters who have implants that offset the disadvantages should treat the frequency as "1."

Severity: This varies by specific flaw, and depends on how severely the disadvantage affects the character. Some examples are:

2 - Can only read slowly.

3 - Cannot read or write.

2 - Fingers

3 - Hand

4 - Arm

2 - ½ move.

3 - 1/4 move.

4 - Parapalegic.

2 - Quiet or stuttering voice.

3 - Can make sounds but not speech

4 - Totally mute.

Impact: Varies by type. The GM should determine the impact that the defect has on certain tasks or what risks it causes, according the standard scale.

Psionic Ineptitude

Description: The character begins the game with a psionic ability below the human norm for the campaign. This flaw is not appropriate if the campaign includes no psionics. Additionally, the default assumption is that psionic aptitude is purely a function of a character's race; this flaw cannot be taken without the GM's permission, save as part of a xeno- or geno- package.

See the psionic aptitude ability for details of the effect of the psionic aptitude score.

Frequency: This is according to the frequency of the psionics in the campaign; the GM will decide this. Use the following scale:

0 - Psionics are not used in the campaign.

1 - Psionics are of minor importance in the campaign.

2 - Psionics are of major importance in the campaign.

+1 - If the character has psionics.

Severity and Impact: Do not use the standard scale. Instead, treat it as a skill with a base value of 4; the resultant "kickback" points are multiplied by the frequency x ½ to find the actual flaw value.

Psychological Disorder

Description: The character has a genuine psychological problem which may interfere with her daily life, not to mention stressful situations (i.e., adventures) with which the character may be involved.

This flaw is almost a catch-all. It may describe a great number of psychological problems: delusions, paranoia, obsessions, depression, manic-depression (a.k.a. bipolar disorder). Use the standard scales to construct the flaw.

Frequency: Use the standard scale. This indicates how frequently the character's flaw manifests itself, or how frequent the character's behavior limits the character. An agoraphobic, who is afraid of leaving a domicile and interacting would easily constitute a level 4. An triskadekaphobiac - afraid of the number 13 - might encounter her stimulus less than once per adventure.

Severity: Use the standard scale. This indicates how easy the disorder is to overcome. For the most part, those who only have low levels of severity would not be clinically be classified as insane - but definitely judged as unusual by others.

Impact: Use the standard scale. This indicates how hazardous the character's behavior is to herself. A triskadekaphobiac might make un-needed steps to avoid being placed in room 13, warranting only a 2. However, a dangerous paranoid who is afraid that everyone is out to get him - so shoots at everyone - is asking for trouble. That would warrant a level 4 severity.


Description: This is a specific subset of the psychological disorder. The character is violent and has difficulty controlling his anger.

Frequency: Use the following scale indicating how frequently the character becomes enraged.

2 2 - The character becomes enraged when in combat or attacked.

3 - The character becomes enraged when taunted or threatened.

4 - The character becomes enraged when someone sullies their honor is some slight, unpredictable way.

Severity: Use the standard scale. This indicates how easy it is for the character to get a grip on his temper after the object of his ire has been pummeled into submission.

Impact: This describes what measures the character will take when enraged, and consequently, what kind of danger the character puts himself in.

2 - The character will push around or respond in kind the thing that enraged him.

3 - The character will physically attack and pummel into submission the thing that enraged him.

4 - The character will try to kill the thing that enraged him.

Sensory Impairment

Description: The character has a problem with one or more of her senses, or simply lacks a sense. In aliens, this may be used to represent the fact that they do not have the same senses as humans.

Frequency: Use the following scale, describing how easy it is to overcome the disadvantage. This may be determined by the character's race. An alien who is a member of a race cannot hear will likely never be able to hear despite hearing aids simply because the aliens brain cannot even handle the concept of sound.

2 - Methods are available to eliminate penalties to the sense.

3 - Methods are available to reduce penalties to the sense.

4 - Methods are not available to correct the sense.

Severity: This indicates how important the affected sense is to the character's race:

2 - The sense affected is of little or no importance to the race (e.g., smell or taste to humans.)

3 - The sense affected is moderately important to the race (e.g., hearing to humans.)

4 - The sense affected is of primary importance to the character's race (e.g., sight to humans.)

Impact: Use the standard scale; this indicates the impact on perception checks with the related snse. In addition, severity 3 or 4 senses will affect tasks other than perception tasks as well (e.g., a person with poor sight will have a hard time hitting; the bonus applies in combat in this case.)

Add this category to the standard scale

4 -Total loss of affected sense; no perception checks allowed, related checks only possible at EF ½ if at all.


Description: The character takes damage - or additional damage - from some conditions. This is usually the result of a xeno- or geno- template, but may also represent old wounds or glass jaws for relatively normal characters.

Frequency: Use the standard scale. This indicates how common is the condition is that causes damage. A 1 pip body area (leg, arm) is 2 points. A multi-pip body area is 3 points. Whole body or common conditions is 4 points.

Severity: This indicates what conditions cause the damage:

2 - Normal combat damage.

3 - Relatively slow damaging conditions (heat, cold, radiation.)

4 - Normally very slowly damaging conditions.

5 - Normally non-damaging conditions cause 1 point of damage per minute.

Impact: This describes how damaging the effect is:

2 - Damage x1.25, or 1.6 times as frequent.

3 - Damage x1.6, or 2.5 times as frequent.

4 - Damage x2, or 4 times as frequent.

5 - Damage x2.5, or 6.4 times as frequent.

Synth-nerve allergy

Description: The character has difficulty accepting of utilizing cyberware, due to an allergy to the synthetic nerve material or an excessive immune system reaction.

In addition to the below described disadvantages, all characters with this disadvantage double any essence loss associated with cyberware.

Frequency: Assume a value of 1.

Severity: This indicates how severely the character rejects cyberware.

2 - The character can only have minor items, totaling an essence loss of less than 1.0 prior to modifications.

3 - The character can only have bioware items, totaling an essence loss of less than .5 prior to modifications.

4 - The character may have no cyberware or bioware.

Impact: This describes the impact of cyberware on the character. If the character chose a severity factor of 4, assume an impact factor of 4. Use the standard scale, the assigned penalties are applied to any installation routine on the character.


Description: The character is insensitive to the social sensibilities to certain races or cultures. This could lead to embarrassment, social outrage, or hostility on the part of the races in question.

Frequency: Use the standard scale. This indicates how frequently the character offends others. A character with a 2 rating offends a few minor races or cultures. A character with a 4 rating consciously tries to get on the nerves of everyone, regardless of race, or has a philosophy that achieves the same effect.

Severity: Use the standard scale. This indicates how hard it is for the character to overcome the negative behavior.

Impact: This describes how far the character will "push it."

2 - Will embarrass self.

3 - Will elicit hostilities or legal action.

4 - Will risk deadly confrontation.

The standard scale can be used as reaction modifiers when the character wants to interact socially.