Revised May 12, 2006
STRENGTHS (AKA: ADVANTAGES)
Below is a list and definition of general Strengths (is not an exhausted list). I have given my example of
what the Strength’s rules are to me but feel free to use them “as is” or change them to suit your playing
style. It is up to the player(s) to define what a certain strength does (the actual rule) for his/her character
because each character is different. A discussion with the GM and player ensues with negotiations of the
exact rule and the cost of the Strength. The GM may have the ultimate say or a majority of the players may
decide. You may leave the decision up to a fate question or two if no negotiation is found. Ultimately the
decision should be “what would be the most fun for the group”.
Use the rules on Mythic’s pages 21 and 23 to figure out the cost.
Most Strengths have a related and opposite Weakness. A player may not buy a Strength that is opposite of a
Weakness that his character already possesses (however, there are some exceptions.)
A Strength can have one of three levels for the character:
Convenience = Impacts or benefits the character slightly. The strength affects the character
infrequently (once every two game sessions, on average.) Denotes a bonus usually of +1RS to
Attributes and Abilities or drops the Difficulty by –1RS. Other conditions may apply. Usually cost the
least.
Edge = Having a moderate to strong impact on a character. The strength affects the character
frequently (once per game session, on average.) Denotes a bonus usually of +2RS to Attributes and
Abilities or drops the Difficulty by –2RS. Other conditions may apply.
Gift = Has a significant positive impact on the character. The strength affects the character very
frequently (twice or more per game session.) Denotes a bonus usually of +3RS (rarely +4RS or more)
to Attributes and Abilities or drops the Difficulty by –3RS (rarely +4RS or more.) Other conditions
may apply. Usually cost the most.
Acute Sense
One of the character’s senses is sharper than normal. This Strength may be purchased for each of the
following senses—hearing, sight, smell/taste (counts as one sense), and touch.
The opposite of this Strength is the Impaired Sense.
The character:
Convenience: Any Attribute or Ability checks are at a +1RS or the Difficulty is at a –1RS when using this
sense; Cost: 10 points
Edge: Any Attribute or Ability checks are at a +2RS or the Difficulty is at a –2RS when using this sense;
Cost: 20 points
Gift: Any Attribute or Ability checks are at a +3RS or the Difficulty is at a –3RS when using this sense;
Cost: 30 points
Advanced
The character hails from a technologically advanced society by the standards of the dominant civilizations
of the setting. The character will have access to technology superior to most cultures (in some cases vastly
superior). The character’s native culture may have a poor attitude and low tolerance for those from less
advanced cultures, and/or may be unfamiliar with primitive technology and skills.
The opposite of this Strength is the Primitive.
Compared to the majority of the cultures in the game setting, the character’s native culture is:
Convenience: slightly advanced; +1RS on related Attributes and Ability checks or a –1RS when using
“advanced” technology; Costs 5 points
Edge: moderately advanced; +2RS on related Attributes and Ability checks or a –2RS when using
“advanced” technology; Costs 10 points
Gift: extremely advanced; +3RS on related Attributes and Ability checks or a –3RS when using “advanced”
technology; Costs 5 points
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Ally
Allies are people or forces that are willing to aid, defend or otherwise assist the character. An ally can be an
individual (such as a contact within an organization, confidential informant, and so on), a small group, or
even an entire nation. The ally should make sense for the game campaign or story, however. The player
should also define the origin or basis for the ally, even if the character himself is unaware of it (role-playing
a “surprise discovery” of one’s ally and/or the reasons for them being the character’s ally can make for a
dramatic moment in a game).
An ally should show up only when requested or when needed (GM’s discretion). If the character calls upon
the ally in advance, the ally will provide whatever assistance he can. No roll is necessary; if aid is requested
and the ally can provide it, he will. This aid may be in the form of financial assistance, special equipment,
or direct assistance from the ally personally.
The opposite of this Strength is the Enemy.
Overall, your ally is:
Convenience: less powerful than you, able to provide minor assistance, or is limited to a relatively small
geographic area; Costs 5 points
Edge: as powerful as you, able to provide moderate assistance, or is limited to a county, province, or
region; Costs 10 points
Gift: more powerful than you, able to provide major assistance, or has access to powerful weapons,
supernatural abilities, or other resources; Costs 15 points
Ambidextrous
Using your off hand normally incurs a -2 penalty to the character’s Attribute, Ability, or “To Hit” or a +2 to
Difficutly. Ambidextrous characters can use the off hand with a reduced penalty or no penalty at all.
The opposite of this Strength is the Bad Hands.
Any Attribute or Ability checks made when the character uses his off hand are:
Convenience: -1RS penalty or a Difficulty of +1; Costs: 20 points
Edge: no penalty to Attributes, Abilities, “To Hit”, or Difficuty; Costs: 30 points
Attractive
The character is exceptionally attractive and others take notice, to the character’s advantage. An attractive
person receives a bonus on all Attribute and Ability checks involving situations in which his or her feature
is important (GM’s discretion).
This is a developed ability by default, because people can alter their features through their life (losing
weight if obese, undergoing cosmetic surgery, chemically altering their smell, getting rid of a bad skin
condition, and the like), either through magic, surgery, hard work or other “mutation.” This Strength may
also be ruled an innate Strength in some settings or genres, at the GM’s discretion. In addition, this Strength
could impose a penalty to skill rolls in certain situations, such as interaction with individuals or races that
find the feature unappealing, at the GM’s discretion.
The opposite of this Strength is the Unattractive.
The character’s bonus to Attribute and Ability checks involving situations in which his/her appearance is
important is:
Convenience: +1RS or the Difficulty is at a –1RS; Costs: 5 points
Edge: +2RS or the Difficulty is at a –2RS; Costs: 10 points
Gift: +3RS or the Difficulty is at a –3RS; Costs: 15 points
Con Artist
The character is very believable and is an effective confidence man, gaining a bonus to all Attribute and
Ability checks involving persuasion, misleading, bluffing, or convincing others of something (whether true
or not). It does not provide a bonus for forgery or other similar acts.
The opposite of this Strength is the Honest.
The character’s gains a bonus of:
Convenience: +1RS on Attribute and Ability checks or the Difficulty is at a –1RS; Costs: 5 points
Edge: +2RS on Attribute and Ability checks or the Difficulty is at a –2RS; Costs: 10 points
Gift: +3RS on Attribute and Ability checks or the Difficulty is at a –3RS; Costs: 30 points
2
Danger Sense
The character has a extraordinary sense of danger to themselves only. This can represent a mystic sense,
street smarts, or whatever the player wants it to represent. Whenever that character is in immediate danger,
the GM makes a secret Danger Sense check for that character. The difficulty of the check depends on the
level of the Danger Sense. If the roll is successful, the character becomes aware of the danger, though some
details may remain a mystery. Once aware of the danger, the character gets one free round to perform one
action and has no penalty for surprise. If successful, the character knows the precise direction and the
general distance of the threat. If a exceptional success, the character knows the precise distance, direction,
and nature of the threat.
The opposite of this Strength is the Oblivious to Danger.
The difficulty needed for the character to sense danger is:
Convenience: Demanding Rank; Costs: 10
Edge: Challenging Rank; Costs: 20
Gift: Average Rank; Costs: 30
Eidetic Memory
The character has a near ”photographic memory” and retains much more information than the average
person. The character rarely forgets anything he sees, hears, or reads. In addition, the character receives a
bonus on any Attribute or Ability check involving memory (at GM’s discretion).
The opposite of this Strength is the Forgetful.
The character can recall:
Convenience: important details; +1RS or the Difficulty is at a –1RS if recollection comes into play; Costs:
10
Edge: minor details; +2RS or the Difficulty is at a –2RS if recollection comes into play; Costs: 20
Gift: everything down to trivial details; +3RS or the Difficulty is at a –3RS if recollection comes into play;
Costs: 30
Famous
The character has gained fame for some notable deed or deeds. People tend to recognize any famous person
when they see him or when they hear the name. Most people go out of their way to curry favor with the
famous or to avoid getting on their bad side. A character may be famous for something he did or did not do.
A reputation, once earned, can be difficult to shed, regardless of its accuracy.
The level and effects of the character’s fame depend on the level of the Strength. The chance of
someone not recognizing the character on sight (or upon hearing his name) is equal to the person’s (not
character)Intuition verses the below difficulty.
The player should jot down (or at least have in mind) the reason for the character’s fame. The specific
effects of Famous are open to interpretation by the GM, and require some discretion. The Famous Strength
can be a double-edged sword, but as a rule it is predominantly positive.
The opposite of this Strength is the Infamous.
The character is:
Convenience: a local celebrity, gaining a +1 bonus (or a -1 penalty, depending on the circumstances) to
Social skill checks if he is recognized; Costs: 10
Edge: a national celebrity, gaining a +2 bonus (or a -2 penalty, depending on the circumstances) to Social
skill checks if he is recognized; Costs: 20
Gift: an international (or intergalactic) celebrity, gaining a +3 bonus (or a -3 penalty, depending on the
circumstances) to Social skill checks if he is recognized; Costs: 30
Fan Shot Expert
Characters with this advantage can perform the Fan maneuver and fire a pistol at a reduced penalty due to
his proficiency with the maneuver. When “fanning” a pistol, the normal penalty is –1RS to the question
“To-Hit”.
Convenience: no penalty for the modifier “Character’s action is hasty” for the question “Does the character
Hit?”; Costs: 10
Edge: +1RS modifier “Character’s action is hasty” for the question “Does the character Hit?”; Costs: 20
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Fast Healer
The character heals more quickly than normal. Determine the normal rate of healing for the game, and then
apply the modifier listed for the appropriate level of the Strength.
For example, if characters normally heals a number of damage every month, then a character with this
Strength at the Edge level would heal the same amount of damage every week. This Strength can represent
mystical healing, a cyborg’s nanotechnology, regeneration, an alien physiology, and so on. This Strength
applies to all forms of healing.
The opposite of this Strength is the Slow Healer.
The character heals:
Convenience: -1RS Difficulty rank to the question “Does the character recover from a stunning wound” &
“Does the character recover from a lethal wound”; Costs: 10 points
Edge: -2RS Difficulty rank to the question “Does the character recover from a stunning wound” & “Does
the character recover from a lethal wound”; Costs: 20 points
Gift: -3RS Difficulty rank to the question “Does the character recover from a stunning wound” & “Does the
character recover from a lethal wound”; Costs: 30 points
Fast Learner (Skill Group)
The character is a quick learner, and is able to retain knowledge more readily than the average person. A
fast learner can improve any skills from a specific skill group at -1 Difficulty Rank (DR) when asking the
Increasing/Adding Ability question “Does the ability increase by 1RS?”. Also the character receives a
bonus to Attribute or Ability checks involving research, intell, analysis, deduction, instruction, and
conversation on a topics relating to that Attribute or Ability.
The skill group to which this Strength applies must be chosen by the player when the Strength is purchased.
This Strength may be purchased multiple times, once for each skill group.
The opposite of this Strength is the Slow Learner.
The character’s bonuses to appropriate Attribute or Ability checks:
Convenience: +1RS or the Difficulty is at a –1RS; Costs: 5
Edge: +2RS or the Difficulty is at a –2RS; Costs: 10
Gift: +3RS or the Difficulty is at a –3RS; Costs: 15
Fast Reflexes
The character has a natural gift for reacting quickly. Characters with a low Agility score may take this trait,
to reflect generally poor coordination and nimbleness but a fast response time to unexpected events.
The opposite of this Strength is the Slow Reflexes.
The character receives:
Convenience: +1RS modifier to the “Does the Character go next”; Costs 5 points
Edge: +2RS modifier to the “Does the Character go next”; Costs 10 points
Gift: +3RS modifier to the “Does the Character go next”; Costs 15 points
Follower
A follower is someone who works with or in some way assists the character. The character need not want
the follower or even like him, but they do work together regularly. A follower may be played by the player
or the GM, and should adventure along side the character in most, if not all, adventures. The follower may
be an assigned partner, co-worker, a sidekick, an unwanted tag-along, a loyal animal partner or familiar,
and the like.
The opposite of this Strength is the Dependent. Note that characters can take both the Follower and
Dependent, but they cannot apply to the same person, being, or animal.
Compared to the character, the Follower:
Convenience: is incompetent or is a minor hindrance to the character, but has his/her uses; Cost: 5 points
Edge: is less competent or skilled or is a minor help to the character; Cost: 15 points
Gift: is roughly equal in ability and skill or is a major help to the character; Cost: 30 points
Good Sense of Direction
The character has an instinctive ability to tell direction, even if he cannot see. In addition, the character
receives a bonus to all Attributes and Abilities checks involving navigation or direction (GM’s discretion).
The opposite of this Strength is the Poor Sense of Direction.
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The character always knows:
Convenience: specific direction (e.g., magnetic North by Northwest) and +1RS on related Attribute and
Abilities checks involving direction or a Difficulty of –1RS; Cost: 3 points
Edge: precise azimuth (e.g., 137 degrees) and +2RS on related Attribute and Abilities checks involving
direction or a Difficulty of –2RS; Cost: 5 points
Good Sense of Time
The character has an innate ability to tell time, even without a clock. The character always knows what
time it is with incredible accuracy.
The character can innately sense the time of day or night to:
Convenience: the hour; Cost: 5 points
Edge: the minute; Cost: 10 points
Gift: the second; Cost: 15 points
Hard to Kill
The character is extremely hard to kill. This can represent the character’s exceptional will to survive,
dedication to a cause, use of chi, a tough body, resistance to wounds, or anything else that the player
wishes.
The opposite of this Strength is the Easy to Kill.
The modifier to apply is:
Convenience: +1RS Toughness modifier to the question “Is the opponent hurt?”; Costs:10 points
Edge: +2RS Toughness modifier to the question “Is the opponent hurt?”; Costs: 20 points
Gift: +3RS Toughness modifier to the question “Is the opponent hurt?”; Costs: 30 points
High Pain Threshold
The character is able to withstand pain exceptionally well, and receives a bonus to skill rolls to resist torture
or extreme pain, and suffers reduced penalties due to wounds.
The opposite of this Strength is Low Pain Threshold.
The character has:
Edge: if physically tortured or receives damage above his Endurance Rank the character receives a +1RS
Difficulty modifier to “Succumb to Wounds” question; Costs: 10 points
Gift: if physically tortured or receives damage above his Endurance Rank the character receives a +3RS
Difficulty modifier to “Succumb to Wounds” question; Costs: 30 points
Immunity
The character has a immunity to some substance, disease, or condition. The immunity is defined by the
player when the Strength is taken and must be for one specific substance (e.g., a character can have an
immunity to sea snake venom but that does not give an immunity to spider venom). Characters may take
this Strength multiple times, each time for a different immunity.
The opposite of this Strength is the Addiction. Note that characters can take both the Immunity and
Addiction, as long as the condition or substance is not the same for both.
The character is immune to:
Convenience: a common or mildly dangerous legal substance (alcohol, tobacco); Costs: 5 points
Edge: an uncommon, moderately dangerous legal or mildly dangerous illegal substance
(methamphetamine); Costs: 10 points
Gift: a rare and/or extremely dangerous substance (Cocaine Powder, Dragon’s Tear); Costs: 15 points
Indistinct Features
The character has a plain or “average” appearance and is completely unremarkable in most respects. A
character with this trait is not easily remembered (e.g., witnesses have a hard time providing a detailed
description or provide conflicting information). As a result, any Attribute or Ability checks involving
identification of the character are at a penalty.
The opposite of this Strength is Distinctive Features.
Identification of the character are at:
Convenience: -1RS to anyone’s Attribute or Ability checks or Difficulty is at a +1RS when trying to
identify this character; Costs: 3 points
5
Edge: -2RS to anyone’s Attribute or Ability checks or Difficulty is at a +2RS when trying to identify this
character; Costs: 10 points
Gift: -3RS to anyone’s Attribute or Ability checks or Difficulty is at a +3RS when trying to identify this
character; Costs: 3 points
Knows a Secret
The character knows a secret that, if revealed, would cause problems for the person (or people) whom the
secret involves. A secret may be a criminal past, a secret identity or double life, a love affair, or anything
that would be poorly received by others if discovered. The subject of the secret may or may not know that
the character knows the secret (player’s option). If the subject knows, it may be that the character is
blackmailing the person, protecting him, or simply that they share a common (but unknown) history.
If the secret is exposed, the character should receive another disadvantage of equal value, such as an
Enemy, unless the player spends the time to lose the Weakness (GM’s discretion).
The opposite of this Strength is the Secret. Note that characters may have both the Secret and Knows a
Secret, as long as they do not logically contradict each other.
If revealed, the secret would expose the person or group to:
Convenience: ostracism or embarrassment; Cost: 5 points
Edge: arrest, harm or financial or social ruin; Cost: 20 points
Gift: death; Cost: 30 points
Life Experience
The character has a broad and varied background and has accumulated a wealth of personal knowledge and
experience. As a result of this life experience, the character gains a bonus to all Attribute and Ability
checks involving information that can be likely recalled from literature, cultural knowledge, or personal
experience (GM’s discretion).
The opposite of this Strength is the Naïve.
The character’s bonus to appropriate Attribute and Ability checks is:
Convenience: +1RS or a Difficulty of –1RS; Cost: 3 points
Edge: +2RS or a Difficulty of –2RS; Cost: 5 points
Gift: +3RS or a Difficulty of –3RS; Cost: 8 points
Light Sleeper
The character is able to awaken from even a deep sleep. Any attempts to sneak up on or past a character
with this Strength must make a Resisted Stealth check (or related Ability or Attribute with a penalty)
against the sleeping character’s Intuition (or related Ability); if the sleeping character is successful the
sleeping character has been awakened by a sound (if the player so chooses).
The sleeping character gains a bonus to his Intuition check to awaken, based on the level of the trait.
The opposite of this Strength is the Heavy Sleeper.
The character’s bonus to Intuition check to awaken is:
Convenience: +1RS; Cost: 3 points
Edge: +2RS; Cost: 5 points
Gift: +3RS; Cost: 8 points
Long Lived
The character has a longer than average life-span. This can represent a magical effect, a natural or racial
trait, or plain old good living. As of 2005 life expectancy for human American men is 71 and women are 76
years old (different time-periods, races, geographic regions, and genres may have longer or shorter life
expectancy).
The opposite of this Strength is the Short Lived.
Barring an unnatural death, the character can expect to live:
Convenience: 10% longer than average; Effect of Aging should start to be checked every 10 years starting
at age 33; and instead of age 60 having –1RS to the DR for the fate check against the effects of old age the
age is 70 (this is also the starting decade for the question “Does the character die from old age”; Cost: 10
points
6
Edge: 25% longer than average; Effect of Aging should start to be checked every 10 years starting at age
38; and instead of age 60 having –1RS to the DR for the fate check against the effects of old age the age is
80 (this is also the starting decade for the question “Does the character die from old age”; Cost: 20 points
Gift: 50% longer than average; Effect of Aging should start to be checked every 10 years starting at age 45;
and instead of age 60 having –1RS to the DR for the fate check against the effects of old age the age is 90
(this is also the starting decade for the question “Does the character die from old age”; Cost: 40 points
Lucky
The character is luckier than most. Even small misfortunes have a way of turning into advantages for the
character. This Strength can reflect a divine blessing, good karma, plain old fashioned luck, or anything the
player wishes.
In game terms, the character receives extra Favor Points at the start of each game session.
The opposite of this Strength is the Unlucky.
At the start of each game session, the character receives:
Convenience: character starts each adventure with 1/6 more Favor points (58); Cost: 10 points
Edge: character starts each adventure with ¼ more Favor points (62); Cost: 20 points
Gift: character starts each adventure with ½ more Favor points (75); Cost: 30 points
Marksman (Type)
Your character is an expert at making long-range shots and suffers a reduced penalty to attack for distance.
When applying this modifier the character my only fire one shot per turn (not burst shots). Any additional
bonuses due to bracing and aiming may still be applied to the attack roll.
This Strength must be purchased for a specific type of weapon (e.g., laser pistol or hunting rifle).
Characters may purchase this for each type of firearm. It may not be bought for shotguns.
When using this specified type of weapon, the character receives a bonus of:
Convenience: Medium Range Attack Hitting modifier is –1RS; Cost: 10 points
Edge: Long Range Attack Hitting modifier is –2RS; Cost: 20 points
Gift: Long Range Attack Hitting modifier is –1RS; Cost: 30 points
Membership
The character is a member of some group or organization. The character has the perks and responsibilities
commensurate with his rank in the organization. For example, police officers can carry guns and make
arrests but they also must obey laws and department policies, answer to the chief, are watched by the public
and the media, etc.
Membership rank (MR) is rated 1 to 10, with 10 being the highest attainable rank within the group. When a
character buys Membership in a group or organization, he pays 1 to 5 points for each rank within that
group, depending on the importance or influence of the group in the campaign.
Importance Cost/Lv Modern Sci-fi Fantasy
Trivial 1 Local/civil City Village
Minor 2 City Planetary City/shire
Moderate 3 State/prov System County/state
Major 4 National Interstellar National
Supreme 5 Global Galactic International
What each rank means, in terms of seniority, authority, and privilege, depends on the organization
in question. GMs are encouraged to develop Rank lists for groups and organizations specific to their
campaign. Players and GMs should note that, while making it easier to get other members or people to do
things, using (or abusing) one’s Membership and rank may still have its consequences.
The opposite of this Strength is the Outsider.
Titles of ranks vary between organizations. A few examples:
Rank 10: Commander of the Armed Force or higher (5 Star General, Fleet Admiral)
Rank 9: Corps-level command (Lieutenant General, General or Admiral)
Rank 8: Division-level command (Brigadier or Major General)
Rank 7: Brigade/group/regimental command (Colonel or Captain of a capital ship)
Rank 6: Battalion command (Lieutenant Colonel)
Rank 5: Company command (Captain or Major)
7
Rank 4: Platoon command (Lieutenant or Warrant Officer)
Rank 3: Non-commissioned officer (NCO) associated with platoon, company, or battalion commands
(Sergeant 1st Class, First Sergeant or Sergeant Major)
Rank 2: Squad/platoon NCO (Sergeant or Staff Sergeant)
Rank 1: Enlisted man (Private, Airman or Ordinary Seaman)
Night Vision
The character is accustomed to seeing in low light or even no light at all.
The character can see normally in:
Convenience: starlight and/or moonlight (e.g., low light, cat’s vision), the character is still hampered by
Zero visibility (total darkness)and Visibility is limited severely; Cost: 10 points
Edge: near-total darkness with ambient ultraviolet light (e.g., infrared vision, night vision goggles), the
character is still hampered by Zero visibility (total darkness); Cost: 20 points
Gift: absolute total darkness, such as in a sensory deprivation tank (e.g., true thermal, or “heat” vision);
Cost: 30 points
Perk
The character has some minor perk, such as an employee discount, free legal advice, or a license to do
something that would normally be considered illegal (a right to collect taxes, hunt criminals, fire upon and
loot foreign merchant ships and colonies, etc.). The exact nature of the perk is up to the player and subject
the GM’s approval.
Perks that are conferred to members of a group are given to those with the Membership Strength, and need
not be purchased separately. For example, a police officer has powers of arrest, the right to carry a badge
and gun, and so on, all as part of his Membership in the police department. Similarly, a samurai has the
right to wear the two swords (dai-shô), the symbol of his status, by virtue of having Membership in a
samurai clan.
The opposite of this Strength is the Duty. Note that a character may have both a Perk and a Duty and they
may be related or not.
The perk is of:
Convenience: minor importance (e.g., a press pass, Confidential security clearance); Cost: 3 points
Edge: moderate importance (e.g., concealed weapon permit, Secret security
clearance); Cost: 10 points
Gift: major importance (Letters of Marque, Top Secret security clearance); Cost: 30 points
Physical Advantage
The character has some physical condition or enhancement that make better his life or otherwise provides a
benefit to his ability to function. The condition or benefit is defined by the player when the Strength is
bought (with the GM’s approval). Characters may take this Strength multiple times, each time for a
different condition or benefit. Sample Physical Advantages: Booming Voice; Double-Jointed; Extra Limbs;
Flexible, Tail acting like a limb, wings, thick skin acting like armor.
The opposite of this Strength is the Physical Disadvantage. Note that characters can take both the Physical
Advantage and Physical Disadvantage, as long as the condition is not the same for both.
The character’s condition affects the character:
Convenience: infrequently or benefits the character in a minor way (e.g., +1RS boost to an Attribute or
Ability temporarily or lowers a Difficulty by –1RS temporarily); Cost: 5 points
Edge: frequently and benefits the character in a moderate way (e.g., +2RS boost to an Attribute or Ability
temporarily or lowers a Difficulty by –2RS temporarily); Cost: 20 points
Gift: very frequently or constantly and benefits the character in a major way (e.g., +4RS boost to an
Attribute or Ability temporarily or lowers a Difficulty by –4RS temporarily); Cost: 40 points
Psychological Advantage
This is some psychological condition or strength that benefits the character or enhances his Attributes or
Abilities in some way during the game. The player defines the condition as well as the circumstances that
will trigger the condition (if any at the GM’s discretion).
Psychological advantages always come into play in the appropriate situation. If a situation occurs that
triggers the condition, the character receives the benefit of the advantage immediately.
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The opposite of this Strength is the Psychological Disadvantage. Note that characters can
take both the Psychological Advantage and Psychological Disadvantage, as long as the condition or subject
of the trait is not the same for both.
Sample Psychological Advantages: Artistic; Calculating (or Methodical); Compassionate; Control of
Emotions; Cooperative; Courage; Creative; Decisive; Generous; Head for Numbers (Good at Math); Loves
Someone; Motivated/Energetic; Outgoing; Patriotic; Pessimist; Realistic; Subtle/Low Profile.
Convenience: The condition affects the character infrequently (once every two game sessions, on average)
and benefits the character in a minor way (the condition may influence the character’s choice of actions,
provides a bonus of +1RS on related Attribute or Ability checks or gives a –1RS Difficulty). Examples
include a slight liking for a certain class or group of skills (such as animal-related skills, nature/outdoor
skill group, or education based skills), a mild resistance to fear or shock, or a mild passion that, when
triggered, provides a bonus to Attributes or Abilities for actions that reinforce or support the character’s
passion; Cost: 3 points
Edge: The condition affects the character frequently (once per game session, on average) and benefits the
character in a moderate way (the condition may limit the character’s choice of actions, provides a bonus of
+2RS on related Attribute or Ability checks or gives a –2RS Difficulty). Examples include a moderate
liking for a certain class or group of skills (such as animal-related skills, nature/outdoor skill group, or
education based skills), a moderate resistance to fear or shock, or a strong passion that, when triggered,
provides a bonus to Attributes or Abilities for actions that reinforce or support the character’s passion;
Cost: 15 points
Gift: The condition affects the character very frequently (twice or more per game session) and benefits the
character in a major way (the condition may limit the character’s choice of actions, provides a bonus of
+3RS on related Attribute or Ability checks or gives a –3RS Difficulty). Examples include an extreme
affinity for a certain class or group of skills (such as animal-related skills, nature/outdoor skill group, or
education based skills), a strong resistance to fear or shock, or an extreme passion that, when triggered,
provides a bonus to Attributes or Abilities for actions that reinforce or support the character’s passion;
Cost: 30 points
Saddle-Bred
Your character rides horses (or similar riding animal) like he/she were born in the saddle.
When riding a horse, your character gains a bonus of:
Convenience: +1RS to Attribute or Ability or the Difficulty is at a –1RS when maneuvering the animal or
some similar action with or while on the animal; Cost: 5 points
Edge: +2RS to Attribute or Ability or the Difficulty is at a –2RS when maneuvering the animal or some
similar action with or while on the animal; Cost: 10 points
Gift: +3RS to Attribute or Ability or the Difficulty is at a –3RS when maneuvering the animal or some
similar action with or while on the animal; Cost: 15 points
Speed Reader
The character can read at a faster than normal rate and retain as much information as someone who reads at
a “normal” rate.
The opposite of this Strength is the Illiterate.
The character reads:
Convenience: 10x normal speed (e.g., can read a novel in an hour); Costs: 3 points
Edge: 100x normal speed (e.g., can read a novel in a minute); Costs: 20 points
Tall
The character is noticeably taller than the average human. This trait has benefits as well as drawbacks, but
should more the former than the latter. For instance, in a campaign in which there are no humans and all the
PCs are tall, this advantage would be inappropriate.
Being tall can also be a Distinctive Feature. It may not be purchased with the Indistinct Weakness without
the GM’s permission. The opposite of this Strength is the Short disadvantage.
The character is:
Convenience: tall, about 7 feet, any Attribute or Ability checks are at a +1RS or the Difficulty is at a -1RS
when lifting or carrying; Costs: 5 points
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Edge: remarkably tall, about 8 feet tall; any Attribute or Ability checks are at a +2RS or the Difficulty is at
a -2RS when lifting or carrying; Costs: 10 points
Gift: a veritable giant, up to 12 feet tall; any Attribute or Ability checks are at a +3RS or the Difficulty is at
a -3RS when lifting or carrying; Costs: 15 points
Wealthy
Characters Lifestyle is the sum of Reason plus Charisma divided by 2. Characters with the Wealth
advantage earn substantially more money than average. Characters with wealth may have high-paying jobs
or be independently wealthy. This advantage may also describe characters that own expensive property or
those with millions of dollars invested in stocks or other funds that can be converted to liquid capital on
short notice. It is up to the player to define the reasons and circumstances for his character’s financial
situation.
The opposite of this Strength is the Poverty. Note: A character’s Lifestyle Rank cannot go below Weak or
above Superhuman 2.
Financially the character is:
Convenience: starts with a +1RS Lifestyle; Cost: 5 points
Edge: starts with a +2RS Lifestyle; Cost: 10 points
Gift: starts with a +3RS Lifestyle; Cost: 15 points
Well Rested
The character can get to sleep more quickly and easily than the average person, even in adverse or unusual
conditions. In addition, any rest the character gets is deep and refreshing, allowing the character to avoid
the effects of fatigue from lack of rest. Characters with this Strength can get the equivalent of a full night’s
rest in a much shorter time than normal.
The opposite of this Strength is the Insomnia.
The character can get the equivalent of a full night’s rest with:
Convenience: 6 total hours or more of sleep in a day; Cost: 3points
Edge: 3 total hours or more of sleep in a day; Cost: 15 points
Gift: 1 hour of sleep or more a day; Cost: 30 points
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