If a perk may be purchased later but is not listed in the APHB, assume as a rule of thumb that it may be purchased by each profession at 5th level for the list cost. All flaws cost double to remove what they gave during character creation. In other words, a 2-point flaw may be removed for 4 points. All flaws may be removed by all professions at 6th level. APHB stands for the Alternity Players' HandBook, BS for the Beyond Science: A Guide To FX accessory, DM for the DarkMatter campaign setting book, DW for the DataWare accessory, MW for the Mindwalking accessory, OB for the Outbound accessory for Star*Drive, and #xxx for an issue of Dragon Magazine.
A B C D E F
G H I J K L
M N O P Q R
S T U V W X
Y Z
Starships
Cost: +4
Ability: Con
As described in DM.
Cost: +2/4/6
Ability: Will
The hero is addicted to some substance, and suffers all penalties for that addiction. The character must get at least one "hit" of the substance per day, or begin to suffer withdrawal. Of course, penalties may apply while the character is on the substance as well. A 2 point flaw indicates a mild substance with no immediate harmful effects, like caffeine or nicotine. A 4 point flaw indicates a substance which is lightly controlled and has some side effects, such as alcohol or marijuana. A 6 point flaw indicates a strictly illegal substance with major side effects, such as LSD or crack-cocaine; the real hard stuff. Recovery, especially from the higher-cost versions of this flaw, is almost impossible without a rehab program of some sort. This flaw can present a wealth of options for the GM: taking the substance away from the PC, or having his supplier require services for the substance.
Cost: +2/4/6
Ability: Con
This flaw strongly resembles the flaw of Old Injury, and was in fact based upon it.Like the Old Injury flaw, the character possesses an old wound which has never truly healed, and requires surgery of some sort to correct. Like the Old Injury flaw, this flaw may be triggered up to once per scene, and is triggered by strenuous physical action, such as running or jumping, at the RM's discretion. However, this flaw does not deal wound damage. When triggered, the character feels pain from his old wound, and thusly suffers a +1, +2, or +3 penalty to all physical actions taken during that scene, depending on the severity of the Aggravated Injury. As a variant of this flaw, an illness such as Arthritis may be taken, which would have the same game effects.
Cost: 8 or +5
Ability: Special
Type: Special
As described in the APHB. See also OB. One to a campaign please. For GMs, these can be a lot of fun. In System Sol, these might be technology from UN black ops, such as a prototype nanocomputer.
Cost: 8
Ability: Wil
Type: Conscious
As described in OB.
Cost: +2/4/6
Ability: Con
The character is allergic to something. Symptoms may include sneezing, coughing, and a runny nose. The character suffers +1, +2, or +3 to all rolls when his allergies act up. The most common allergy is hay fever, but the character may be allergic to something else at the GM's option.
Cost: 4
Ability: Dex
Type: Active
May be purchased later
As described in the APHB. Watch out for this one, GMs: power gamers love it.
Cost: +2
Ability: Int
May be taken by robots at PL 7 or higher.
The hero has amnesia -- he cannot remember his past, though he may have vague half-memories from time to time. The GameMaster may assign perks and flaws to the hero which he is unaware of, so long as those perks and flaws relate to the hero's past and roughly balance out pointwise. Just don't go overboard with them; one of each, or maybe two at most, should be more than sufficient. If this flaw is taken, players should likewise avoid assigning the character many other perks and flaws, to give the Game Master more room to play with in assigning unknown ones. This can be a great flaw for the GM in terms of campaign hooks; give the PC hints to his past in order to move the campaign in the direction you want it.
Cost: 4 or 2-4
Ability: Per or Wil
Type: Active
As described in the APHB. See also OB. May indicate either the ability to befriend animals easily, or the presence of an animal companion.
Cost: +3
Ability: Per
May be taken by robots.
Something about the hero unnerves animals. They don't seem to like him, and mainly shy away. He suffers a +1 penalty to the Animal Handling broad skill and all of its specialty skills. Animals will attack if backed into a corner.
Cost: 2
Ability: Per
Type: Active
The character has a natural artistic talent. He receives a -1 bonus to any one Creativity specialty skill. This ability may be purchased more than once, but must be applied to different specialty skills each time.
Cost: +3
Ability: Wil
Robots only, of PL 7 or higher.
As described in DW.
Cost: +6
Ability: Will
May be taken by robots.
As described in the APHB.
Cost: +6
Ability: Con
The hero cannot see. He may have been born blind, or had an accident which removed his sight. Regardless, he suffers all penalties for operating in total darkness. Removal of this flaw would require surgery or installation of cyber-eyes, which do not yet exist in System Sol.
Cost: +3
Ability: Will
May be taken by robots.
The character tends to happily meander through life, foolishly ignoring all the little signs of danger that most would notice. He suffers a +1 penalty to all Awareness -- Intuition checks for surprise.
Cost: 6
Ability: Int
Type: Conscious
The character knows his way around a battlefield, whether it be a large battle or small, planetside or in space. His bold tactics and fearlessness astonish his enemies. He gains a -1 bonus the the Tactics broad skill and all related specialty skills.
Cost: 10
Ability: Per
Type: Conscious
As described in OB. Watch out for abuse.
Cost: 3 or 1-6
Ability: Per
Type: Active
May be purchased later.
As described in the APHB. See also OB
Cost: +2/4/6
Ability: Special
May be taken by robots for Str or Dex.
This flaw lowers the character's Resistance Modifier of any one Ability by 1, 2, or 3 points, depending on the severity of the flaw. It replaces the flaw of Spineless. This flaw may be taken once for each ability, but remember that Con and Per do not have Res Mods.
Cost: 3
Ability: Will
Type: Active
The character can sense when the weather turns. Maybe his joints ache, his big toe throbs, or perhaps he can just smell it in the air. Whatever the case may be, on a successful Perk check (initiated by the GM) he can tell that the weather is about to change. The check uses his Will ability.
Cost: +2/4/6
Ability: Int
May be taken by robots.
As described in the APHB.
Cost: +3
Ability: Will
As described in the APHB. See also OB. This one may tend to get overused a bit, watch out.
Cost: +4
Ability: Wil
Robots only, of PL 7 or higher.
As described in DW.
Cost: +2/4/6
Ability: Wil
As described in OB.
Cost: 3
Ability: Int
Type: Conscious
May be purchased later
May be taken by robots.
As described in the APHB.
Cost: 3
Ability: Per
Type: Conscious
May be taken by robots.
The hero begins play with one contact. The GM has information on contacts. Personally, I really don't use them at all.
Cost: +5
Ability: Per
As described in DM.
Cost: 4 or 2/4/6
Ability: Will
Type: Active
May be purchased later.
As described in the APHB. At the GM's option, this perk may be taken at a varying cost to provide a -1, -2, or -3 bonus rather than simply the standard -2.
Cost: 2/4/6
Ability: Wil
Type: Conscious
May be purchased by robots at PL 7 or higher.
The character has a penchant for succeeding at stunts that would get most people killed. When performing an action which is exceptionally dangerous, foolhardy, or just plain stupid, the character may reduce the penalty by one, two, or three steps, depending on the level of this perk. Note that this perk may never turn a penalty into a bonus, and if it would then it probably shouldn't be applied at all.
Cost: +3
Ability: Will
The hero is very difficult to awaken. He sleeps right through loud noises and alarm clocks, usually until noon or later. He may even snore.
Cost: +3
Ability: Str
May be taken by robots.
As described in the APHB.
Cost: 3
Ability: Con
Type: Conscious
May be purchased later.
Robots only.
As described in DW.
Cost: +5
Ability: Wil
As described in DM.
Cost: +3
Ability: Per
As described in the APHB. This is good to take for someone from Terra in System Sol.
Cost: +3
Ability: Will
The character gets lost easily, and has trouble finding his way. He suffers a +1 penalty to all Navigation -- Surface Navigation rolls.
Cost: +4
Ability: Per
As described in DM.
Cost: +2
Ability: Per
Robots only.
As described in DW.
Cost: 5
Ability: Per
Type: Active
May be taken later.
Robots only, of PL 7 or higher.
As described in DW.
Cost: 4
Ability: Con
Type: Active
The character is used to a certain environment, and is less susceptible to the pitfalls of that environment. The penalties for working in that environment are reduced by one, and the character gains a -1 bonus to all Stamina -- Endurance rolls forced by that environment. Possible environments include hot, cold, arid, and thin atmosphere. This perk may be purchased once for each environment.
Cost: +2/4/6
Ability: Con
The character is unused to a specific environment, and suffers +1, +2, or +3 to all rolls made while in that environment, depending on the severity of the flaw. Possible environments include watery, arid, hot, cold, and thin atmosphere. This flaw may be taken once for each environment.
Cost: +6
Ability: Wil
Psions only.
As described in MW.
Cost: 5
Ability: Will
Type: Conscious
May be purchased later.
May be taken by robots at PL 7 or higher.
As described in the APHB. This is very rare in System Sol.
Cost: 3
Ability: Dex
Type: Conscious
May be purchased later
May be taken by robots.
The character can run and move more quickly than is usual. As a result, his combat movement rates are increased by one category (i.e. read down one row).
Cost: 4
Ability: Con
Type: Active
The character heals quickly. He receives a -2 bonus to all Resolve -- Physical Resolve checks made for the purpose of natural healing.
Cost: 3/5/7
Ability: Con
Type: Active
Psions only.
As described in MW.
Cost: 1-6
Ability: Per
Type: Conscious
May be purchased later.
Somebody owes the character a favor. How important that person is and how large of a debt he owes is dependant upon the cost of this perk. Details should be worked out with the GM. This perk may be taken multiple times for multiple favors.
Cost: 6
Ability: Per
Type: Conscious
As described in the APHB. See also OB. I've heard horror stories about abuse of this perk, so GMs beware. It's not even allowed for starting characters in System Sol.
Cost: 2/5
Ability: Str
Type: Conscious
May be purchased later.
As described in the APHB.
Cost: +3
Ability: Wil
As described in BS.
Cost: 4
Ability: Con
Type: Active
May be purchased later.
May be taken by robots.
As described in the APHB.
Cost: +3, or +4 for robots.
Ability: Con
May be taken by robots.
As described in the APHB, or in DW for robots.
Cost: 4
Ability: Per
Type: Conscious
Robots only, of PL 7 or higher.
As described in DW.
Cost: 3
Ability: Int
Type: Active
As described in BS.
Cost: 4
Ability: Varies
Type: Active
May be purchased later.
As described in BS.
Cost: +5
Ability: Wil
As described in BS.
Cost: 5
Ability: Varies
Type: Active
As described in BS.
Cost: +3/6/9 or +1/3/6/9/12
Ability: Wil
As described in BS. Alternately, the flaw may operate as described in BS, but allow the value to be shifted one category to the left or to the right by taking a -1 or -3 step Resistance Modifier, respectively, instead of the default -2.
Cost: 4
Ability: Per
Type: Active
May be purchased later.
As described in DM.
Cost: +4
Ability: Con
As described in the APHB.
Cost: 4
Ability: Con
Type: Active
The character is healthy and with a good immune system. He gains a -1 bonus on all checks to resist disease or infection.
Cost: 3
Ability: Will
Type: Conscious
May be taken by robots.
As described in the APHB.
Cost: 3
Ability: Per
Type: Active
As described in the APHB.
Cost: 2
Ability: Will
Type: Conscious
The character has a way with plants. They seem to grow better when under his care. He gains a -1 bonus to all Life Science -- Botany checks.
Cost: +3
Ability: Per
Everyone knows what this Hero is thinking at all times. His emotions may as well be written across his face in bold text. He suffers a +1 penalty to all Deception -- Bluff rolls.
Cost: 10
Ability: Special
Type: Active
May be taken by robots.
As described in the APHB. Note: DW lists the cost for robots as 6; I believe this is a typo, since the cost of this perk in the LEPHB was originally also 6 but was changed to 10 for the final release.
Cost: 4
Ability: Special
Type: Active
May be taken by robots for Str or Dex.
This perk gives +1 to the Resistance Modifier of any one ability. It replaces the perks of Reflexes, Tough As Nails, and Willpower. This perk may be taken once for each ability, but remember that Con and Per don't have Res Mods.
Cost: 3/6
Ability: Per
Type: Active
May be purchased later.
As described in DM.
Cost: 4
Ability: Dex
Type: Conscious
May be purchased later.
Robots only.
As described in DW.
Cost: 4
Ability: -
Type: Special
May be purchased later.
As described in DM.
Cost: +4/6/8
Ability: Wil
Psions only.
As described in MW.
Cost: +2
Ability: Per
Robots only, of PL 7 or higher.
As described in DW.
Cost: +5
Ability: Int
As described in DM.
Cost: +2
Ability: Con
As described in DM.
Cost: 5
Ability: Special
Type: Active
Psions only.
As described in MW.
Cost: 3 or 4 or 6
Achievement Benefit
Psions only.
As described in MW. May be taken only by Mindwalkers, Diplomat-Mindwalkers, or Talents 6 or 3 or 3 times starting at level 3 or 5 or 6, respectively.
Cost: 2/4
Ability: Int
Robots only.
As described in DW.
Cost: +2/4/6
Ability: Per
As described in the APHB. See also OB. This one gets taken a lot by power gamers, so watch out for it.
Cost: 4
Ability: Con
Robots only.
As decribed in DW.
Cost: 4
Ability: Per
Type: Conscious
May be purchased later
The character carries some measure of influence with a particular group, and knows how to swing his weight. He gains a -1 bonus to all social rolls with that particular group. This perk may be taken multiple times for multiple groups. Available groups include local police, one particular mob or gang, or a certain corporation.
Cost: +1/3/5
Ability: Wil
As described in BS.
Cost: 3
Ability: Will
Type: Active
May be taken by robots.
The hero rarely gets lost, and has an instinct for finding is way. He gains a -1 bonus to all Navigation -- Surface Navigation rolls.
Cost: 10
Ability: Int
Type: Conscious
The character may be a modern Renaissance Man, or maybe he's just good at a lot of things. When using a skill untrained, his score is considered to be three-quarters of the relavant ability rounded down, rather than half rounded down. The base Situation Die remains +d4.
Cost: 2/4/6
Ability: Wil
Type: Active
May be purchased by robots.
One of the character's five senses -- sight, smell, taste, touch, or hearing -- is exceptionally sharp. The hero gains a -1, -2, or -3 bonus to all Awareness - Perception rolls involving the sense in question.
Cost: 6
Ability: Int
Type: Conscious
May be purchased later.
Robots only, of PL 8 or higher.
As described in DW.
Cost: 5/10
Ability: Special
Type: Active
As described in MW.
Cost: 3
Ability: Con
Type: Active
May be purchased later
The character requires less sleep than the typical person, and can easily (though not necessarily comfortably) subsist on only 4 hours per night. This is an especially good perk for college freshmen to have.
Cost: 4
Ability: Con
Type: Active
May be purchased later
The hero sleeps lightly, and awakens at any unusual sound. In the event of danger, he may make a Will feat check to awaken.
Cost: 3
Ability: Dex
Type: Active
Robots only.
As described in DW.
Cost: +Special
Ability: Special
Psions only.
As described in MW.
Cost: 4
Ability: Per
Type: Active
Robots only, of PL 8 or higher.
As described in DW.
Cost: 5
Ability: Int
Robots only.
As decribed in DW.
Cost: +2/4/6
Ability: Wil
Psions only.
As described in MW.
Cost: 4
Ability: Per
Type: Conscious
May be purchased later.
As described in BS.
Cost: +2
Ability: Per
May be taken by robots.
The character looks just like someone else, and could pass for them without half trying. The allies of that person will approach him for help or with information, the enemies will try to harm him, and people in general may treat him oddly. To remove this flaw would require sorting everything out, which could take some time and effort. This can be a very fun flaw for GMs.
Cost: 4
Ability: Per
Type: Active
Must possess ESP broad skill.
As described in MW.
Cost: +3
Ability: Con
The hero is mute and cannot speak. Perhaps he was born that way, or perhaps his tongue or vocal chords suffered some misfortune. Removal of this flaw, if the GM deems it possible, would surely require surgery.
Cost: 4/7/10
Ability: Con
Type: Active
May be purchased later.
Robots only, of PL 7 or higher.
As described in DW.
Cost: 2
Ability: Per
Type: Active
May be purchased later.
As described in DM.
Cost: +5
Ability: Con
As described in MW.
Cost: +3
Ability: Per
The character has some sort of personality problem that may be annoying or make life difficult for him or others. He may be exceptionally greedy, lazy, paranoid, lustful, overconfident, shy, soft-hearted, arrogant, etc.
Cost: +2/4/6
Ability: Wil
The character suffers from hideous nightmares. Rarely is he able to get a restful sleep. Occasionally, the nightmares are so intense that he suffers a +1, +2, or +3 penalty to all actions taken during the next day.
Cost: +4
Ability: Con
The character suffers from a lack of depth perception, making it difficult to judge distances. He suffers an additional +1 penalty when firing missile weapons at any range greater than short.
Cost: +4
Ability: Will
May be taken by robots.
As described in the APHB.
Cost: 3
Ability: Will
Type: Active
May be taken by robots.
As described in the APHB.
Cost: +2/4/6
Ability: Will
May be taken by robots at PL 7 or higher.
As described in the APHB. See also OB.
Cost: +2/4/6
Ability: Con
May be taken by robots.
As described in the APHB.
Cost: +6
Ability: Con
Robots only.
As decribed in DW.
Cost: +4
Ability: Con
Psions only.
As described in MW.
Cost: +3/6
Ability: Wil
Vampires only. Vampires begin with 6-pt version.
As described in #264.
Cost: +4
Ability: Con
The character is partially paralyzed. One limb, perhaps the left arm, does not function. The limb may be missing, malformed, or perhaps disease-stricken. It may not be used for any task. Removal of this flaw requires surgery.
Cost: +2/4/6
Ability: Will
As described in the APHB. See also OB. Advice to players: don't take stupid little phobias that will never come into play. Because if you do, they just might.
Cost: 3, or 2 for robots.
Ability: Int
Type: Conscious
May be purchased later, by robots only.
May be taken by robots.
As described in the APHB. See DW for additional detail for robots.
Cost: 3
Ability: Will
Type: Conscious
May be taken by robots.
No one can ever tell what this character is really thinking. He hides his all of his emotions behind a plain facade. He gains a -1 bonus to all Deception -- Bluff rolls.
Cost: +4
Ability: Con
The character has a weak immune system, and suffers a +1 penalty to all checks made to resist disease or infection.
Cost: +3
Ability: Per
As described in the APHB.
Cost: +4
Ability: Int
May be taken by robots.
The character may think he knows what he's doing, but he really doesn't. Whenever he makes plans, they just don't seem to turn out properly. He suffers a +1 penalty to the Tactics broad skill and all related specialty skills.
Cost: 4 or 2-4
Ability: Per
Type: Conscious
May be purchased later
As described in the APHB. See also OB.
Cost: +2/4/6
Ability: Per
As described in the APHB. See also OB.
Cost: 3
Ability: Int
Type: Active
As described in the APHB. This perk may be taken in System Sol, but there aren't really any psionics to detect with it ... yet.
Cost: 1/2/3
Ability: Per
Type: Conscious
Psions only.
As described in MW.
Cost: +2/4/6
Ability: Int
As described in the APHB.
Cost: +4
Ability: Per
Yes, the hero is completely insane, or relativistically challenged as some prefer. He may have delusions of grandeur, see visions, hear voices in his head, have multiple personalities, or something else along those lines. This one requires a lot of role-playing.
Cost: 8
Ability: Dex
Type: Active
May be taken by robots.
The character's reflexes are either naturally fast, or honed to perfection. Because of this, the character gains a -1 bonus to his Action Check.
Cost: +2
Ability: Per
As described in DM.
Cost: 5
Ability: Wil
Type: Active
As described in BS.
Cost: +2
Ability: Per
As described in DM.
Cost: +5
Ability: Wil
Psions only.
As described in MW.
Cost: 6
Ability: Con
Type: Active
May be purchased later.
Robots only.
As described in DW.
Cost: +3/5
Ability: Int
Psions only.
As described in MW.
Cost: 5
Ability: Int
Type: Active
May be purchased later.
Robots only.
As described in DW.
Cost: +2
Ability: Dex
Psions only.
As described in MW.
Cost: 3
Ability: Per or Wil
Type: Active
May be purchased later
As described in the APHB. See also OB.
Cost: 1
Ability: Special
Type: Conscious
Psions only.
As described in MW.
Cost: 4
Ability: Wil
Type: Conscious
May be purchased later.
As described in DM.
Cost: 3
Ability: Wil
Robots only.
As decribed in DW.
Cost: 4
Ability: Int
Type: Conscious
May be purchased later.
Robots only.
As described in DW.
Cost: 4
Ability: Int
Robots only.
As decribed in DW.
Cost: 3
Ability: Per
Type: Conscious
The hero has a talent for saying just the right thing at just the right time. He receives a -1 bonus to Interaction -- Charm rolls.
Cost: +2
Ability: Wil
May be taken by robots of PL 7 or higher
The character has a secret. This secret, should it ever be revealed, would cause embarassment at the very least, and quite possibly make the character an outcast or a criminal. The character must always be alert and watch to ensure that his secret remains buried.
As described in OB.
Cost: +6
Ability: Dex
May be taken by robots.
As described in the APHB.
Cost: +5
Ability: Wil
As described in BS.
Cost: +2/4
Ability: Con
Psions only.
As described in MW.
Cost: 2/4/6
Ability: Special
Type: Active
Psions only.
As described in MW.
Cost: 4/5/6
Ability: Special
Type: Active
Talents only.
As described in MW. See also DM.
Cost: 5
Ability: Con
Type: Active
Robots only.
As described in DW.
Cost: +2/4/6
Ability: Will
As described in the APHB. This is another one power gamers love to take, so watch out.
Cost: +4/6
Ability: Wil
Vampires only.
As described in #264.
Cost: 2
Ability: Con
Robots only.
As decribed in DW.
Cost: +3/6
Ability: Wil
Psions only.
As described in MW.
Cost: +5
Ability: Special
May be taken by robots, for Str and Dex only.
This flaw forces the character to suffer a +1 penalty to all skills based on any one ability. For example, if Untalented -- Dexterity is taken, then all Vehicle Operation and Ranged Weapon skill checks made by the character, as well as any other Dexterity-based skill checks, suffer the +1 penalty. This flaw replaces the flaws of Clumsy and Forgetful. It may be taken once for each ability.
Cost: +3
Ability: Wil
Psions only.
As described in MW.
Cost: 2/3/4
Ability: Con
Type: Active
As described in the APHB.
Cost: +3/6/9
Ability: Con
Vampires only. Vampires begin with 9-pt version.
As described in #264.
Cost: +3/6/9
Ability: Con
Vampires only. Vampires begin with 9-pt version.
As described in #264.
Cost: +3/6/9
Ability: Con
Vampires only.
As described in #264.
Cost: +3/6
Ability: Con
Vampires only.
As described in #264.
Cost: 4
Ability: Per
Type: Conscious
As described in DM.
Cost: +6
Ability: Wil
Psions only.
As described in MW. See also DM.
Cost: 2
As described in Dragon Magazine #255.
Cost: 6/4/2
As described in Dragon Magazine #255.
Cost: 4/6/8
As described in Dragon Magazine #255.
Cost: 2
As described in Dragon Magazine #255.
Cost: +4
As described in Dragon Magazine #255.
Cost: 4
As described in Dragon Magazine #255.
Cost: 6
As described in Dragon Magazine #255.
Cost: 10
As described in Dragon Magazine #255.
Cost: 4
As described in Dragon Magazine #255.
Cost: +10
As described in Dragon Magazine #255.
Cost: +6
As described in Dragon Magazine #255.
Cost: +4
As described in Dragon Magazine #255.
Cost: 4
As described in Dragon Magazine #255.
Cost: 2
As described in Dragon Magazine #255.
Cost: 2/4/6/8/10
As described in Dragon Magazine #255.
Cost: +6
As described in Dragon Magazine #255.
Cost: +4
As described in Dragon Magazine #255.
Cost: +4
As described in Dragon Magazine #255.
Cost: 4
As described in Dragon Magazine #255.
Cost: 4
As described in Dragon Magazine #255.
Cost: 2
As described in Dragon Magazine #255.
Cost: +1/2/4/6
As described in Dragon Magazine #255.
Cost: +6/10
As described in Dragon Magazine #255.
Cost: 4
As described in Dragon Magazine #255.
Cost: 2
As described in Dragon Magazine #255.
Cost: 6
As described in Dragon Magazine #255.
Cost: 1-10
As described in Dragon Magazine #255.
Cost: +4
As described in Dragon Magazine #255.
Cost: 4
As described in Dragon Magazine #255.
Cost: +2
As described in Dragon Magazine #255.
Cost: +10
As described in Dragon Magazine #255.
Cost: +4
As described in Dragon Magazine #255.