Core Book Chapter 4

Advantages & Disadvantages were created to allow players a little more customization of their characters. A player can not have more than five Advantages & Disadvantages at any time [unless the GM believes that the situation warrants it].
Advantages
Advantages give characters special or extra abilities allowing their characters to perform above and beyond what they normally would; but they must take Disadvantages to pay for these Advantages.
The following table lists all of the Advantages in alphabetical order with points cost and a short description followed by longer descriptions.
Table 4-1 Advantages 	Table 4-1 Advantages	Table 4-1 Advantages	Table 4-1 Advantages
Title 	Ranks 	Point Cost 	Description
Ambidextrous 	N/A 	10 	Equal # Of Offhand Attacks
Cool Headed 	N/A 	15 	+5 Bonus To Mental Exertions Vs. Fear
Defy Limits 	1-5 	5 Per Rank 	Spend HP To Get Bonus To Hit
Drunken Master 	N/A 	10 	Enemies Gain -2 To Attacks Against You
Eagle Eye 	1-5 	5 Per Rank 	Additional Ranged Damage
Eyes Bigger Than/Stomach	N/A 	10 	Function On Half/Food Water
Favorite Son 	1-5 	5 Per Rank 	Gain Aid From Organization
Graceful Hands 	1-5 	5 Per Rank 	Heal Additional Points Of Damage
Heavy Fisted 	1-5 	5 Per Rank 	Deal Additional Hand To Hand Damage
Idiot Savant 	N/A 	10 	Pick A Boost And Raise It 2 Levels
In The Black 	N/A 	50 	+5 To Hit/Damage; Critical Drops To 15
Jasper The Roach 	N/A 	5 	Negate A Stupid Act
Light Sleeper 	N/A 	5 	+3 To Hearing While Sleeping
Look Alike 	N/A 	10 	Be Mistaken For Someone
Luck Of The Irish 	N/A 	10 	Re-Roll Critical Hit/Critical Miss
Multiple Disciplines 	1-10 	10 Per Rank 	Esper Can Take More Than One Discipline
Multiple Schools 	1-10 	10 Per Rank 	Magus Can Take More Than One School
On Fire 	N/A 	10 	2 Critical Hits In A Row Your Next Hit Is Auto Critical
Photographic Memory 	N/A 	5 	+5 To Knowledge Checks
Sex Sells 	N/A 	5 	+1 To Interaction Rolls
Speed Reader 	N/A 	5 	Get Free Rank In Boost
Two Gun Mojo 	N/A 	25 	Target Multiple Attackers
Virtuoso 	N/A 	5 	+5 To Perform Checks
Advantage Descriptions
Below is a list of more complete Advantage descriptions.
Advantage Name	Point Cost	Description 	 	 	 	 	
Ambidextrous 	10 	You are equally Skilled with both hands. Normally a person only gets one off-hand attack but through skill and training you gain a number of off-hand attacks equal to your good hand attacks.	 	 	 	 	
Cool Headed 	15 	
Even in the most life-threatening circumstances your character is able to keep his head; the character gains a +5 bonus to pass any fear inducing situations, spells, Esper powers, or creature effects.
Special - You can not take any phobias if this advantage is taken.	 	 	 	 	
Defy Limits 	5 Per Rank	
You can spend 5 hit points [or more depending on rank] to add a bonus to a single die roll.
{| border="1" cellpadding="0" cellspacing="0" style="width: 250px; height: 10px" 	5 HP	10 HP	15 HP	20 HP	25 HP
+1 	+2 	+3 	+4 	+5 	 	 	
Eagle Eye -
Description - Every time you deal ranged damage past 15 feet you deal additional points of damage.
Rank Bonus Point Cost
1 1d4 Additional Points Of Damage 5
2 1d6 Additional Points Of Damage 10
3 1d8 Additional Points Of Damage 15
4 1d10 Additional Points Of Damage 20
5 1d12 Additional Points Of Damage 25
Special - Near-Sighted Disadvantage can not be taken with this.
Eyes Bigger Than Your Stomach -
Description - Your character can function on half the food and water their normal race can. For a more detailed look at daily food and water intakes see Table 6-18 Daily Calorie & Fluid Intake.
Points Cost - 10
Favorite Son -
Description - With the Favorite Son Advantage a player is able to more aptly interact with members of a church, guild, gang, etc. that he is a part of.
Player must be a member of some sort of organization; this Advantage can be taken multiple times but must be taken for a different organization each time.
Rank Bonus Point Cost
1 +1 Interaction Bonus, Ç1,000 Equip. 5
2 +2 Interaction Bonus, Ç2,000 Equip. 10
3 +3 Interaction Bonus, Ç3,000 Equip. 15
4 +4 Interaction Bonus, Ç4,000 Equip. 20
5 +5 Interaction Bonus, Ç5,000 Equip. 25
Graceful Hands -
Description - Every time you heal a character [whether through standard healing or healing Spells/Esper Abilities] you heal additional points.
Rank Bonus Point Cost
1 Heal 1d4 Points Of Damage 5
2 Heal 1d6+4 Points Of Damage 10
3 Heal 1d8+6 Points Of Damage 15
4 Heal 1d10+8 Points Of Damage 20
5 Heal 1d12+10 Points Of Damage 25
Heavy Fisted -
Description - Every time you deal hand to hand melee damage you deal additional points of damage however this does not make your damage lethal.
Rank Bonus Point Cost
1 Deal 1 Additional Point Of Damage 5
2 Deal 2 Additional Point Of Damage 10
3 Deal 3 Additional Point Of Damage 15
4 Deal 4 Additional Point Of Damage 20
5 Deal 5 Additional Point Of Damage 25
Idiot Savant -
Description - You can pick one Boost and can raise it past your level restriction [remember Boosts can only go up to a max of 20] by two points.
Points Cost - 10
Special - Can only be taken once and only on one Boost.
In The Black
Description - A character during combat operates at a heightened functionality. The character receives a +5 to all attack rolls for both hitting and doing damage, however the character is -5 to defense and must move their full movement each round and can take no other actions save attacking and killing their enemies.
The character’s critical hits also drop to a natural 15 on a 2d10 roll. This state only occurs when the character and his party are outnumbered at least three to one.
Points Cost - 50
Jasper the Roach -
Description - This advantage is suggested for new players or ones that never think before they act.
Once per game session when a player would act in harmful manner to themselves or their party the GM can remind them that this would be a bad idea.
An example would be panting a town guard or even royalty. It is up to the other members of the player’s group to remind the character that it is a very bad idea; funny; but bad.
Points Cost - 5
Special - This advantage is free to first time RPG players everyone else must pay the cost.
“Ernie.” - Justin
Light Sleeper -
Description - Your character sleeps very lightly and gains +3 to hearing checks while asleep.
Points Cost - 5
Special - Heavy Sleeper Disadvantage can not be taken with this advantage.
Look Alike -
Description - Mistaken for someone well known in a good way and gives the player a +2 Negotiation Rolls and get a 10% discount on purchases.
Points Cost - 10
Special - The person that you look like must still be alive; Look Alike Disadvantage can not be taken at the same time.
Luck of the Irish
Description - With this advantage the character is able to re-roll a critical miss of their own or force another to re-roll a critical hit against them. This can only be done once per game session.
Points Cost - 10
Special - Players who are of actual Irish descent get this ability twice per day.
Multiple Disciplines
Description - This advantage allows an Esper to take multiple disciplines. Normally an Esper can only take a single discipline
Rank Bonus Point Cost
1 Take 1 Additional Discipline 10
2 Take 2 Additional Disciplines 20
3 Take 3 Additional Disciplines 30
4 Take 4 Additional Disciplines 40
5 Take 5 Additional Disciplines 50
Multiple Schools
Description - This advantage allows a Magus to take additional schools. Normally a Magus can only take three schools.
Rank Bonus Point Cost
1 Take 1 Additional School 10
2 Take 2 Additional Schools 20
3 Take 3 Additional Schools 30
4 Take 4 Additional Schools 40
5 Take 5 Additional Schools 50
On Fire -
Description - When you roll two critical hits in a row your next attack is automatically a critical hit.
Points Cost - 10
Photographic Memory -
Description - Your character can easily memorize and recall information. +5 on all knowledge Boost checks that the character makes.
Points Cost - 5
Sex Sells -
Description - Your character is extremely attractive and receives a +1 bonus to all non-combat that concerns sexual interactions with others and can use this as a tool to gain information more easily.
Points Cost - 5
Speed Reader -
Description - Character is capable of learning information at twice the rate. The character can choose a single Boost and be able to take it one rank higher than they normally would be able to, basically this means instead of level plus one you would be level plus two on the single boost.
Points Cost - 5
Two Gun Mojo -
Description - Allows a character to engage separate targets with each gun held without penalties. This can only be used with weapons of medium size or smaller.
Requisites - Must have both Ambidexterity and Akimbo.
Points Cost - 25
Virtuoso -
Description - +1 to any performance based checks.
Points Cost - 5