These add extra customization to the character. They are optional. Limit is 4 points of perks and 6 points of flaws. For each perk point taken, a flaw point must also be taken, however flaws make be taken without a perk point to balance out. In this case, character gets an extra 1D (3 pips) to add to skills at character creation per extra flaw point taken. Quirks are separate and are limited to 2, and do not count as either perk or flaw points.
- Perks: Benefical boosts to a character. Limit 4 points
- Flaws: Negatiive effects on a character. Limit 6 points.
- Traits: Combined perk/flaw. Point value reflects how many points it uses from both (perk/flaw)
- Quirks: Extra abilities of limited but interesting usefulness
Perk
Name | PointInfo | Effect |
---|---|---|
6th Sense | 1,2,3 | +1/Point PER (including initiative) |
Acting Ability | 1,2,3 | +1/Point charm skills |
Acute Hearing | 2 | +1D PER, Search, Sneak |
Acute Smell | 1 | +1D PER, Search, (S) Tracking |
Acute Taste | 1 | +1D PER |
Acute Touch | 2 | +1D PER, Pickpocket, Sleight of Hand, Lockpick |
Acute Vision | 2 | +5 long range shots,+1D Search |
Ambidexterity | 3 | no off hand penalty; +1 free offensive actions with 2nd hand |
Animal Friendship | 1 | +1D Animal Handling, Beast Riding |
Artistic Ability | 1 | +1D Forgery |
Athletic Ability | 1,2,3 | +1/Point STR skills (but NOT vs. damage) |
Attractive Appearance | 1,2,3 | +1/Point Bargain, Con, Command, Seduction |
Bilingual Background | 2,4 | +1D/+2D Alien Races, Cultures, Languages (receive one/two additional language free at character creation) |
Blandness | 1 | +1D Con, Stealth |
Computer Aptitude | 1,2,3 | +1/Point Comp/Droid Prog. & Repair, Security Systems |
Contacts | 1,2,3 | +1/Point Culture, Streetwise; contact owes character favor(s) (1 favor/Point) |
Demolition's aptitude | 1 | +1D Demolitions |
Dual Identity | 2,4 | two/three sets of complete identification |
Education | 2,3,4 | +1/(Point-1) KNO OR TEC skills |
Equipment Upgrade | 2,3,4 | +1/Point upgrade to one item of a character's starting equipment |
Extra Toys | 2,3,4 | may begin with an additional piece of starting equipment (value = Points*2000 credits, rarity = Points) |
Extraordinary Memory | 1,2,3 | +1/Point KNOW skills |
Eye-hand Coordination | 2,3,4 | +1/(Point-1) Weapon skills, Lockpick, Pickpocket, Zero-G, Starship Piloting, Gunnery and Vehicle Operation |
Famous | 2,3,4 | Character is famous. There is a (Point*5)% chance that someone recognizes this character. Chance can double if character brings attention to their fame. |
Fearlessness | 2 | +1D Command, Con, Bargain, Seduction |
Good Reputation | 2, 3 | +1/(point-1) Bargain, Persuasion, Streetwise - you are known as a gentlebeing |
Infravision | 3 | no penalty for darkness, can see heat signatures in infrared spectrum |
Internal Compass | 1 | Easy PER roll to find direction |
Language Ability | 1,2,3 | +1D/point Languages |
Light Sleeper | 2 | roll Combat Surprise while sleeping |
Luck | 2 | once per adventure, character may do one of the following: add 5 to one initiative roll, re-roll a failed skill check, allow GM to apply a stroke of "luck" which aids in the success of the adventure |
Lucky | 4 | once per adventure, character may do one of the following: add 10 to one initiative roll, re-roll any dice of a failed skill check, gain a Force Point for immediate use, allow GM to apply "lucky" circumstances which save character's life |
Martial Prowess | 2 | +1D Brawling and (S) Martial Arts |
Mechanical Aptitude | 1,2,3 | +1/Point Repair skills |
Musical Ability | 1,2,3 | +1D/point musical skills |
Nat. Res.: Disease | 2 | +1D STR, Stamina to Disease |
Nat. Res.: Electricity | 2 | +1D STR, Stamina to Electricity (+1 vs Energy attacks) |
Nat. Res.: Poison/Drugs | 3 | +1D STR, Stamina to Poison & Drugs |
Nat. Res.: Radiation | 2 | +1D STR, Stamina to Radiation |
Natural Learner | 2 | Character does not require a teacher to learn skills |
Natural Lie Detector | 1,2,3 | +1/Point Bargain, Con, Gambling |
Natural Resistance:Cold | 2 | +1D STR, Stamina to Cold |
Night Vision | 2 | no penalty for partial dark, +1D Sneak |
Noble Birth | 1 | +2 Social Standing OR +3,000 credits to starting money |
Obscure Knowledge | 1 | +1D in area |
Observation | 1,2,3 | +1/Point PER skills |
Photographic Memory | 3 | +7 on recall rolls |
Presence | 1,2,3 | +1/Point Bargain, Command, Con, Bureaucracy, Seduction |
Quick Healer | 2 | May make two natural healing rolls and use the better of the two rolls. |
Quick Reflexes | 2,3,4 | +1/(Point-1) brawling, brawling parry, dodge, initiative, martial arts, melee parry |
Spatial Awareness | 1,2,3 | +1/Point MEC skills |
Springy | 3 | +1D Full Dodge, Jumping |
Subculture & Jargon | 1,2 | +1D/point Streetwise, Cultures, Bureaucracy in chosen area of expertise |
Toughness | 1,2,3 | +1/Point on STR rolls vs. damage |
Ultravision | 3 | no penalty for darkness, can see into ultraviolet spectrum |
Wealth | 2,3,4 | 2: 10,000 creds; 3: $25,000; 4: $50,000 |