Benefit

You have some significant perquisite or fringe benefit. The exact nature of the benefit is for you and the Gamemaster to determine. As a rule of thumb it should not exceed the benefits of any other feat, or an FX costing 1 point. It should also be significant enough to cost at least 1 point. An example is Diplomatic Immunity (see Sample Benefits). A license to practice law or medicine, on the other hand, should not be considered a benefit; it’s simply a part of having enough ranks in the appropriate skill and has no significant game effect. Benefits may come in ranks for improved levels of the same benefit. The GM is the final arbiter as to what does and does not constitute a Benefit in the campaign. Keep in mind some qualities may constitute Benefits in some campaigns, but not in others, depending on whether or not they have any real impact on the game.
==Sample Benefits==
The following are some potential Benefits. The GM is free to choose any suitable Benefit for the campaign.
* Alternate Identity: You have an alternate identity, complete with legal paperwork (driver’s license, birth certificate, etc.).
* Diplomatic Immunity: By dint of your diplomatic status, you cannot be prosecuted for crimes in nations other than your own. All another nation can do is deport you to your home nation.
* Security Clearance: You have access to classified government information, installations, and maybe equipment or personnel.
* Wealth: You have greater than average wealth or resources. Increase your Wealth modifier by +5 per rank.
Category:Rulebook
Category:Characters
Category:Feats
Category:General Feats