Quote:
Key:
Advantage Name
Cost: The amount of Power Points the purchase of 1 rank of this ability costs.
Pre-Requisite: The requirements that must be met before this ability can be purchased
Level: Whether the ability can increase in rank or not and, if so, the highest level it can reach
Description: A brief description of the ability.
Effect: What the ability does in terms of game mechanics.
Advantage Name
Cost: The amount of Power Points the purchase of 1 rank of this ability costs.
Pre-Requisite: The requirements that must be met before this ability can be purchased
Level: Whether the ability can increase in rank or not and, if so, the highest level it can reach
Description: A brief description of the ability.
Effect: What the ability does in terms of game mechanics.
Accelerated Healer
Cost: 8
Pre-Requisite: None
Level: Yes; max 5
Description: The character's body repairs damage at a phenomenal rate. Even sever wounds close rapidly, healing before the eyes of astounded onlookers. Of course, it does not recover lost blood quite so quickly, leaving the healed weak and broken bones will also mend exceptionally fast...even if the bone has not been correctly set.
Effect: The character recovers 1 point of damage (per Advantage Rank) every post (made by himself or others). The Judge may impose penalties on feats of a physical nature (due to blood loss) if the character has sustained and recovered from significant injuries without resting. Broken bones that heal incorrectly can also impose permanent physical penalties (at least until the bones are broken and reset properly).
"The wound is nothing. It's the pain that gets to you."
Ambidextrous
Cost: 6
Pre-Requisite: Agility > 3
Level: No
Description: Instead of being predominantly right or left handed, the character is equally dextrous with both his arms.
Effect: This Advantage enables a character to perform two actions (one with each hand) simultaneously on his turn. This includes dual wielding two weapons at once.
"Look, ma! Two hands!"
Animal Language
Cost: 4
Pre-Requisite: None
Level: No
Description: The character may verbally speak to animals and be understood. Conversely, he may understand the barks, whines, and mewlings of an animal as audible speech.
Effect: Communicate with any natural animal normally as though you were conversing with a person.
"What's that girl? Timmy fell down the well...again?"
Artifact
Cost: 3
Pre-Requisite: None
Level: Yes; max 5
Description: An item of supernatural significance is in the character's possession. Whether this item is an heirloom, the finding of an archeological dig, or a gift from a mysterious benefactor, it provides the character with a measure of eldritch power...perhaps at a cost.
Effect: Players should provide a viable explanation of how their character acquired this valuable property. The power of the artifact is directly related to the rank of this Advantage:
Rank 1: An interesting, but not particularly powerful item.
Rank 2: The artifact provides a useful effect.
Rank 3: There is real power to the item.
Rank 4: A powerful effect that often comes with a heavy (and unseen) cost.
Rank 5: This artifact is ancient with power mortal minds can scarcely fathom.
"It's quite a remarkable find...my team found it buried in the Valley of Kings. But for some strange reason, our guide was terrified of it..."
Assassin
Cost: 4
Pre-Requisite: Guile > 3
Level: No
Description: Striking from the shadows is the character's specialty. How can an opponent defend against what he cannot see?
Effect: Damage against an opponent who is unaware of the character's presence is doubled.
"How can you fight what you can't see?"
Astral Form
Cost: 3
Pre-Requisite: None
Level: No
Description: In order to interact with the spirit world, the character is capable of stepping out of his body (leaving it helpless) to take on a form of pure spirit.
Effect: While in his Astral Form, the character maintains all his stats, skills, and abilities. However, he becomes capable of seeing and interacting with the invisible world of spirits...in exchange for becoming unable to affect the material world so long as he is outside of his comatose body.
"In my truest state, I am but shadow and wind..."
Aura Perception
Cost: 5
Pre-Requisite: Perception > 3
Level: No
Description: With a Perception+Awareness feat, the character is able to attune his eyes to see the otherwise invisible oscillations of energy that surround and characterize a living individual. Each person’s aura is unique and can show a great deal about a person’s mood, personality, and ultimate destiny.
Effect: Requires a Perception+Awareness feat to switch from normal vision to “aura vision” for a minute or so.
Note: Aura Colors & Their Meanings
Blue primary tone: Composure & maturity; a particularly wise person
Red primary tone: Aggression & anger; a particularly violent person
Yellow primary tone: Creativity & vision; a particularly artistic person
Green primary tone: Liveliness & energy; a particularly fun person
Brown primary tone: Kindness & compassion; a particularly altruistic person
Orange primary tone: Happiness & joy; a particularly cheerful person
Pink primary tone: Love & emotion; a particularly amorous person
Gray primary tone: Sadness & depression; a particularly gloomy person
Purple primary tone: Fear & anxiety; a particularly worrisome person
Sickly Green primary tone: Desire & envy; a particularly greedy person
White primary tone: Purity & Innocence; a particularly blameless person
Black primary tone: Darkness & Corruption; a particularly wicked person
Blue secondary tone: This person is feeling sad, depressed, or lonely at the moment.
Red secondary tone: This person is feeling angry, irritable, or frustrated at the moment.
Yellow secondary tone: This person is feeling happy, amused, or comfortable at the moment.
Green secondary tone: This person is feeling jealous, worried, or guilty at the moment.
Brown secondary tone: This person has no strong feelings at the moment.
Orange secondary tone: This person is feeling courageous, inspired, or confident at the moment.
Purple secondary tone: This person is feeling fearful, apprehensive, or vulnerable at the moment.
Gold Fringe: A great destiny
Silver Fringe: A strong magical connection
Pale Fringe: Impending death
Crimson Fringe: Recently killed something sentient (within the last week)
Lavender Fringe: Recently had sex (within the last week)
White flecks throughout: Good morality
Black flecks throughout: Evil morality
Gray flecks throughout: Neutral morality
Concentration in the Head: The sage; denotes wisdom
Concentration in the Heart: The martyr; denotes passion
Concentration in the Arms: The warrior; denotes personal strength
Concentration in the Legs: The wanderer; denotes restlessness
Concentration in the Eyes: The seer; denotes one who can see auras or prophecies
Concentration in the Loins: The lover; denotes sexual desire
Looks like a flame around the body: This person is driven by emotion and is probably very spontaneous
Looks like a glow around the body: This person is driven by logic and is probably a planner
Looks like smoke encircling the body: This person balances logic and emotion pretty evenly
Two distinct auras: Indicates two souls inside the body somehow
Weak or pale colors: Indicates illness
Exceptionally bright colors: Indicates madness
Wildly fluctuating colors: Indicates an inhuman spirit such as a demon or petty god
Simple, primary colors: Indicates a base soul belonging to an animal or lesser creature
"My eyes see you to the soul...to the core of who you truly are."
Backing
Cost: 2
Pre-Requisite: None
Level: No
Description: The character is a member of an organization of some note, such as a fortune 500 company, the DPID, the Hatter Initiative, or the Neumann Institute.
Effect: As a member of this organization, the character is entitled to access that company's resources (so long as doing so benefits the organization in some way) and, in a pinch, can get the organization (or at least friends within) to back him up.
"No one fights just one part of a dragon; a single talon or a scale. If you engage one member, you engage the entire organization."
Best Under Pressure
Cost: 3
Pre-Requisite: None
Level: No
Description: While some may prefer a stress-free environment, the character does his best work when pushed to the breaking point.
Effect: The character has two Limit Effects.
"I'm at my best when I'm at my worst."
Camera Shy
Cost: 2
Pre-Requisite: None
Level: No
Description: Whenever a camera takes the character's picture, his image is always occluded and cloudy if he even appears at all.
Effect: The character does not appear in cameras, nor can he be detected by radar, sonar, or other artificial tracking devices (he can still set off devices that do not rely on vision however, such as motion sensors).
"Strange...the security tape doesn't have any footage of the intruder, but look! That door can't just open by itself!"
Cat's Feet
Cost: 2
Pre-Requisite: Agiligy > 3
Level: Yes; max 3
Description: The character's natural grace and athleticism allows him to fall correctly in order to minimize damage from dropping long distances.
Effect: No fallin damage is taken for falls of:
w/o Cat's Feet: 10 feet or less
Rank 1: 20 feet or less
Rank 2: 30 feet or less
Rank 3: 40 feet or less
"The thing most people don't realize is that there's a right way to fall."
Charmed Life
Cost: 1
Pre-Requisite: Luck > 3
Level: Yes; max 5
Description: Luck abounds in the character's life as even situations that look like they're going to go horribly bad often turn in his favor or turn out to be not as bad as originally believed.
Effect: The character is protected against a number Dare failures each real-world month equal to the rank of this Advantage. When applied, this Advantage allows him completely ignore the fact that the target Dare roll failed. This Advantage may be used once per feat.
"What can I say? I'm just lucky."
Clairvoyant
Cost: 3
Pre-Requisite: None
Level: No
Description: The character experiences chaotic, scrambled visions of the future in dreams or in random moments. These visions are often cryptic and require some puzzling and pondering to make heads or tails of.
Effect: The Judge decides when visions occur and describes them to the Clairvoyant character (usually over PM). These visions show both the future that will be and the future that may yet be, depending on the Judge’s discretion.
"I saw you...standing on the edge of a great chasm. Through the darkness of a pit there arose a great beast upon whose brow was written the seven names of God..."
Clouded Mind

Cost: 3
Pre-Requisite: None
Level: No
Description: Either through strict self-discipline, mental hyperactivity, or some form of madness, the character's thoughts are jumbled and chaotic, making them very difficult for psychics to read.
Effect: Attempts to read the character's mind will fail automatically if the psychic has an Intellect less than the character's Will. Otherwise, attempts are made at +5 Difficulty and even if successful, only random, disjointed thoughts can be discerned.
"I'm not picking up anything from his mind...all I'm getting are the names of former U.S. Presidents."
Combat Training
Cost: 2
Pre-Requisite: Combat-Melee, Combat-Ranged, or Combat-Unarmed > 3
Level: Yes; max 5
Description: Rigorous training in the art of combat has honed the character's reflexes and instincts, making him a deadly force in battle.
Effect: Add an extra 1d6 damage (per rank) to one attack made against a single target each round.
"Training is nothing but the will to act."
Connections
Cost: 2
Pre-Requisite: Charisma > 3
Level: Yes; max 5
Description: It seems like the character knows everyone in town; from the mob informant to the black market fence to the chief of police, everyone seems to know the character and owe him favors.
Effect: The character has varying levels of connections who are willing to grant him favors, share information, or work with him...usually for a price of some sort.
Rank 1: The character knows a few low-ranking mobsters, beat cops, or businessmen who will help him out.
Rank 2: Middle-management types know the character and wouldn't mind lending him a few favors every now and then.
Rank 3: The character can command favors from local celebrities like the mayor or local news editor.
Rank 4: On the federal level, governors and high-ranking politicians are even in the character's pocket.
Rank 5: Heads of state and international diplomats have helped the character in the past and would be willing to do so currently...for mutual favors, of course.
"I heard you're having certain...problems. Let's just say I know a guy who can fix them."
Daredevil
Cost: 3
Pre-Requisite: None
Level: No
Description: As an adrenaline junkie and risk taker, the character is skilled at thinking on his feet and using that heady rush that occompanies danger to his advantage.
Effect: Any time an added Difficulty is imposed on a feat of a physical nature, the character receives an additional d20 to make the feat roll with.
"Man! What a rush!"
Darkvision
Cost: 4
Pre-Requisite: None
Level: No
Description: The character's eyes are able to adjust to darkness better than most people's, providing him with vision even in near-complete darkness.
Effect: Penalties related to all but complete darkness cannot be applied to the character; he is perfectly capable of seeing in the dark.
"Yes, I can see in the dark...and there have been many times I wished I couldn't."
Digestive Adaptation
Cost: 5
Pre-Requisite: None
Level: No
Description: Inorganic, indigestible materials may be consumed by the character. Not only is his stomach capable of deriving nutrition from materials like wood, metal, bone, and plastic, but his teeth are also equipped to chew through these substances like tough meat.
Effect: The character may eat anything (though consuming obviously toxic substances will be detrimental to his health). Poison levels are reduced by 2, and there is literally no material the character cannot chew through if need be. Bite attacks from the character inflict normal damage but ignore armor.
"Is this food...? Doesn't smell like food...eh, doesn't matter. *chomp!*"
Eidetic Memory
Cost: 4
Pre-Requisite: Intellect > 3
Level: No
Description: Through the use of his photographic memory, the character may recall anything he has ever seen in perfect, vivid detail.
Effect: Whether it’s the words on the page of a book, the details of a crime scene, or the specifics of a person's appearance, the character’s memory is literally like a photograph. He may freely call up these memories with a little concentration.
"I recall the day I was born...it was the worst day of my life."
Expanded Pack
Cost: 1
Pre-Requisite: None
Level: Yes; max 10
Description: A certain skill for tightly packing items to maximize space allows the character to carry more gear than he normally would be able to.
Effect: +1 Carrying Capacity per Advantage rank
"Everything will fit. You see, packing is like doing a puzzle..."
Fearless
Cost: 3
Pre-Requisite: Will > 3
Level: No
Description: A will of iron and a pervasive bravery define the character. Even when faced with terrifying spectres that would send other's minds reeling, the character remains resolute.
Effect: Damage to the character's Threshold is reduced by half (round down in the character's favor).
"I ain't afraid of no ghost."
Genius
Cost: 5
Pre-Requisite: Intellect > 4
Level: No
Description: There is no denying it; the character is a certifiable genius in his particular area of study, his intelligence and aptitude far exceeding that of normal men.
Effect: The character may select 3 skills he favors the most. Each of these Skills then may have a number of specialties equal to the Skill's current rank (if the skill increases later on in the game, the character does not receive additional specialties).
" ...and from that we can determine that X equals the square root of the sum of its coordinates. What? Why are you all looking at me like that?"
Greenspeak
Cost: 3
Pre-Requisite: None
Level: No
Description: The character is able to telepathically speak with the primal elemental spirits which reside inside the trees, rocks, and rivers.
Effect: Allows the character to speak mentally with nearby natural structures. Each object has its own personality which mirrors its form; rocks are stubborn and old-fashioned, flowers are vain and flighty, and so on.
"Nature has a voice and she speaks to those with the ears to listen."
Gut Instinct
Cost: 1
Pre-Requisite: None
Level: No
Description: Something in the character's gut tells him when something's not right or when he's missed a vital piece of evidence.
Effect: Make a Perception+Intellect feat when a vital piece of information has been overlooked or to realize something seems out of place. The Judge will alert the successful player of his oversight via PM.
"I don't know, Jim. Call it cop instinct, but my gut tells me there's something here we're missing."
Healer
Cost: 3
Pre-Requisite: Medicine > 3
Level: No
Description: The character is an experienced healer with the ability to use salves, bandages, and medical methods to greater effect than other doctors.
Effect: Those treated by a Medicine feat made by the character with this Advantage will recover twice as much Life as they normally would per day of rest. Even broken bones, burns, and illnesses all heal faster than they otherwise would when treated by this skilled physician.
"Don't worry, Miss Allen. Dr. Bridges is one of the most gifted healers in the tri-state area."
Heightened Senses
Cost: 2
Pre-Requisite: None
Level: No
Description: Each of the character's 5 senses exceeds the rather dull limits of human capability, bordering more on the lines of a wild animal's sensitivity.
Effect: The character is capable of perceiving scents, sounds, tastes, and sights that would normally go unnoticed by others. Perception is permanently increased by 1 and all feats that involve the Perception stat or Observation skill decrease in Difficulty by 3.
"Do you hear that...?"
Immortal
Cost: 6
Pre-Requisite: None
Level: No
Description: This powerful supernatural quality is rarely found among humans. However, every once in a while, a person will be born who remains young even as those around him wither and die.
Effect: The character cannot die from any natural cause; he must be willfully killed by another or die in some sort of accident in order to perish. Those with this trait also have an additional 8 skill points to spend due to their age and experience.
"I was there when Rome fell. I watched as the plague swept Europe. I fought in the American Revolution. And now I stand before you on the precipice of history in the making."
Immune
Cost: 6
Pre-Requisite: Stamina > 3
Level: No
Description: Due either to an extremely tough immune system or some other influence, the character is impervious to nearly all diseases.
Effect: Grants immunity to all but the rarest and most powerful diseases. The character gets over any common illness quickly on the rare occassion he does get sick. The level of any poison in his system is automatically reduced by 2 upon infection.
"The virus has killed everyone its come into contact with...except in one peculiar case."
Iron Palm
Cost: 3
Pre-Requisite: Combat-Unarmed > 2
Level: No
Description: Through years of martial training, the character has built up not only thick skin, but the ability to channel his inner life-force through his hands and feet, protecting them from self-inflicted damage when attacking.
Effect: The character's hands and feet may be used to block weapons without recourse (though they may bleed and bruise, the character will take no actual damage). He may punch through blocks of wood, crack bricks, etc. without injuring himself.
"Wooden boards, concrete blocks, even rebar. Ain't nothing I can't punch through with enough time."
Jack of All Trades
Cost: 4
Pre-Requisite: None
Level: No
Description: Though he may not be particularly skilled in a single field, the character's expertise is spread across a wide range of abilities, allowing him the adaptability denied to specialists.
Effect: The character begins with 1 point in every skill.
"...master of none. Yeah, I know what they say. And they only say it because they're jealous."
Karma
Cost: 5
Pre-Requisite: None
Level: No
Description: Fate has a funny way of turning things around for the character...
Effect: Each time the character fails any feat, his Critical Threat is temporarily reduced by 1. Upon succeeding on a Dare Roll, his Critical Threat returns to its original score.
"Strange how things seem to turn around sometimes...like fate's keeping score or something."
Language Prodigy
Cost: 4
Pre-Requisite: Intellect > 4
Level: No
Description: A phenomenal trait which allows the character to instantly learn any spoken language simply by listening to casual conversation. Some argue its origins are psychic while others maintain that it is simply the product of an extremely rare and gifted mind.
Effect: The character may permanently learn any language simply by hearing it spoken in casual conversation. Roughly an hour of observation is required before the character may make an Intellect + Languages feat. Success means he learns the language. Failure means he may try again after another hour of listening. His knowledge of the language applies only to its spoken application however; he will be clueless as to how to read or write the language.
"Parlez-vous français? Sprechen Sie Deutsch? ¿Hablas español? Because I do."
Lethal Weapon
Cost: 4
Pre-Requisite: None
Level: No
Description: Whether through martial training, a talent for war, or even natural weapons integrated into the character's body, unarmed attacks from the character are much more deadly than those from other brawlers.
Effect: Default physical damage from unarmed attacks is equal to Strength x 3.
"Few men can say they've ever killed someone. Fewer can say they did it with their bare hands."
Licenced
Cost: 1
Pre-Requisite: None
Level: No
Description: Certain items require the character to possess a certain licence in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a licence.
Effect: The character possesses one of the following licences: (this Advantage may be purchased multiple times for multiple licences)
• A Firearms Licence
• A Driver's Licence
• A Boating Licence
• A Pilot's Licence
Now all I need is my license to kill...

Cost: 2
Pre-Requisite: None
Level: No
Description: Transmissions to cell phones, radios, televisions, and other devices using invisible frequencies are constantly being intercepted and played in the character's brain.
Effect: Allows the character to intercept cell phone, radio, television, and other broadcast signals with a Will + Luck feat. This gift can also be a curse, however...as there is no way to "turn off" this ability and transmissions are constantly being intercepted, making concentration difficult while receiving such noise.
"The messages...they won't stop!! The..the transmissions...! Coming in through my TEETH!!"
Lucky
Cost: 4
Pre-Requisite: Luck > 2
Level: No
Description: Relying on luck alone often sees the character through difficult circumstances no other could survive.
Effect: Grants the character a number of re-rolls equal to ½ his Luck score every in-game day.
"Tonight's winning Lotto numbers are..."
Multiple Skill Sets
Cost: 1
Pre-Requisite: Multiple Personalities Fault
Level: Yes; max 5
Description: Though the character may have multiple personalities, he is also able to switch between them with relative ease and each personality has it's own unique set of skills.
Effect: The character may purchase up to 5 unique skill sets (one set per Advantage rank), assigning each of his multiple personalities with one of these skill sets. He may switch between personalities with a Will+Charisma feat in order to access certain skills...however, the personality he's switched to will remain dominant until he can make another Will+Charisma feat to switch back (and he may only make one attempt each hour).
"So no one knows how to translate this text? I think I know someone who can help..."
Natural
Cost: 1
Pre-Requisite: None
Level: No
Description: The character has a knack for succeeding, often in a dramatic and significant way when he really needs to pull through.
Effect: A roll of 20 automatically counts as a critical success for the character.
"Hey, what can I say? Sometimes things just work out."
Never Say Die
Cost: 2
Pre-Requisite: Will > 3
Level: No
Description: Despite his broken, battered body, the character's will to live is unbreakable. It is his stout resolution that pushes him beyond the breaking point, beyond death to keep fighting through the pain.
Effect: At 0 Life, roll Will + Stamina. If successful, the character instantly regains 1/4 of his total Life. This Advantage may be used a number of times per day equal to the character's Will score.
"Would you just die already?!"
Pain Tolerance
Cost: 3 for rank 1, 1 for every rank afterwards
Pre-Requisite: Will > 3
Level: Yes; max 5
Description: Using meditative techniques such as those practiced by the Fakirs of India and firewalkers who trek hundreds of feet across burning coals, the character is able to resist not only pain, but the ill effects of bodily damage.
Effect: Negative effects on the character due to pain or fatigue may be completely ignored. Additionally, the character possesses a natural +1 (per Advantage rank) bonus to Physical Armor.
"Of course I feel pain. My nerves send distress signals to my brain like everyone else. But unlike you, I choose not to be affected by my pain."
Prescience
Cost: 2
Pre-Requisite: Perception > 3
Level: No
Description: Speed, sharp senses, and paranoia all combine to make the character constantly aware of his surroundings. Because of this, he has an almost preternatural sense for danger.
Effect: The character may react against danger he cannot perceive or would otherwise be completely unaware of with no extra penalty (outside of what would normally be imposed; he may react as though he was aware of the danger). Additionally, a sense of foreboding and menace comes over the character whenever danger is lurking nearby.
"Something's not right here. No, something is very wrong..."
Psychic
Cost: 5
Pre-Requisite: Intellect > 3
Level: No
Description: Human beings typically only use 11% of their brain for memory, logic, and cognitive thought. For whatever reason, the character has been able to tap into a vast realm of lost potential and exhibits a measure of psychic abilities through it.
Effect: This Advantage may only be purchased once. The character may possess one of the following psychic powers:
• Mind Reading: Hear the surface thoughts of those nearby. The character hears all the thoughts of those nearby at once, so listening in on a single person can be difficult - like trying to hear a single conversation two tables away in a crowded restaurant. Focusing in like this requires an Intellect + Observation feat.
• Telekinesis: Move small objects that weigh no more than 20 lbs and are no more than 40 feet away.
• Hypnosis: Place others into a trance by undergoing a short ritual (that may or may not involve a golden watch swinging back and forth...). While in this trance, targets will comply with simple hypnotic suggestions until awoken. Suggestions may be permanently planted in a target's brain that will cause them to fall back into a hypnotic state or oblige previously issued commands when certain criteria are met ("you will think you're a duck every time you hear the word 'quack'"). Targets must be willing (though not necessarily cooperative) in order to be affected.
"Some call me a freak. Other's say I'm special. To me, I'm just...different."
Psychic Link
Cost: 2
Pre-Requisite: None
Level: No
Description: For whatever reason, two characters share an empathic link with one another through which they communicate and sense one another's current state.
Effect: The character shares a psychic bond with another (or even a group of characters) who has this Advantage (this link is established at character creation). The characters with this bond may speak freely to one another from anywhere on the planet, know one another's current emotional, physical, and spiritual state, and roughly discern each other's current location.
"Adam's in trouble. Don't ask me how I know! I just know he needs my help!"
Pure of Heart
Cost: 3
Pre-Requisite: Power > 3
Level: No
Description: A certain spiritual pureness pervades the character's essence. It's not that she is morally perfect, but rather a good soul who naturally repels the darkness.
Effect: Supernatural entities who are evil in nature face a +2 Difficulty to maneuvers made directly against the character with this attribute and suffer 1d4 Magical damage each time they directly harm him.
"She's a rare soul. You know, the kind that never let the dirt and the muck of this world stick to it."
Quick
Cost: 5
Pre-Requisite: Agility > 4
Level: Yes; max 3
Description: With great speed and reflexes, the character is able to move more quickly than others, giving him the advantage of speed.
Effect: Reduces the character's Wait by 1 per rank, to a minimum of 1.
"Damn, that guy's fast!"
Resilient
Cost: 4
Pre-Requisite: Stamina > 4
Level: No
Description: Poisons, drugs, and even beneficial medication has little effect on the character due to an ostensibly high stamina.
Effect: Reduces the level of all poisons, drugs, and medications by an amount equal to the character's Stamina as soon as they enter his system. Those reduced to 0 or lower are effectively rendered inert.
"You just drank enough tranquilizer to knock out a bull elephant and you're not even the slightest bit woozy?"
Resources
Cost: 2
Pre-Requisite: None
Level: Yes; max 10
Description: The character has a source of regular income, whether it be a steady job, investments, or lottery winnings that provide him with additional starting money and a regular cash flow throughout the game.
Effect: Grants the character an extra $1000 per rank to start the game with and a $100 per rank deposited into his bank account every real-world week.
"Whoever said money can't buy happiness obviously never drove one of these babies!"
Spirit Eyes
Cost: 3
Pre-Requisite: None
Level: No
Description: An ability which haunts and disturbs those who possess it, this supernatural power enables a character to see ghosts and other disembodied spirits with the naked eye.
Effect: The character may see any ghosts who are present with the naked eye. He may communicate with them freely, though others around may only hear his end of the exchange.
"I see dead people."
(Skill) Control
Cost: 4
Pre-Requisite: None
Level: No
Description: Due to much training, the character exercises a great deal of control over a particular skill. Even when he (rarely) fails at this skill, he does so gracefully. The player chooses the one skill which this Advantage affects upon purchasing it.
Effect: It is impossible for a character to botch a feat roll related to the target skill. Magic and other effects can negate this Advantage, but left to his own devices, the character will never use this skill clumsily.
"Mistakes? I don't make mistakes."
(Skill) Mastery
Cost: 3
Pre-Requisite: None
Level: No
Description: As one of few true experts in this field, even tasks others would find difficult come as routine to the one that has this Advantage. The player chooses the one skill which this Advantage affects upon purchasing it.
Effect: Once every real-world week, the character may automatically succeed on a single feat that utilizes this skill so long as the feat does not have a Difficulty placed on it.
"Nothing is impossible with enough training and effort. Put your mind to it and you can do anything."
(Skill) Specialization
Cost: 2
Pre-Requisite: None
Level: No
Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it.
Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll.
"Yeah, I'm something of a whiz with computers. It just comes naturally to me."
Strong Lungs

Cost: 1
Pre-Requisite: Stamina > 3
Level: No
Description: Normally, a character can hold his breath for (Stamina) minutes/rounds and make one Stamina feat for an extra minute. With this advantage, he can go twice as long.
Effect: The character with this advantage can hold his breath for twice as long as normal; (Stamina)x2 minutes and make one Stamina feat for an extra minute before losing consciousness and asphyxiating.
"He's been holding his lungs going on 6 minutes now. I know Navy Seals who can't match that."
Technopath
Cost: 5
Pre-Requisite: None
Level: No
Description: The character is able to mentally "speak" to machines, asking them to comply with his requests or share information with him. Those with this ability often make cryptic references to the Pattern Spinners; invisible white spiders that supposedly comprise the intelligence and "soul" of every complex machine.
Effect: Allows the character to mentally speak to nearby machines. The target device may or may not cooperate with his request based on how feasible it is and the Pattern Spinners' willingness to cooperate.
"Hack into a secure data network? Well, I suppose I could ask."
Tough
Cost: 4
Pre-Requisite: Stamina > 3
Level: No
Description: The character is exceptionally durable, able to take much more punishment than others and remain standing.
Effect: Life is calculated as Stamina x 7.5 (round down).
"Go ahead. Gimme yer best shot."