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Grayswandir's Alternity Perks and Flaws

Alternity
Supplement to Chapter 5
Perks and Flaws
By Grayswandir

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

Horizontal Rule

Expand/Collapse ItemA

Expand/Collapse ItemAbductee

Cost: +4
Ability: Con

As described in DM.

Expand/Collapse ItemAddiction

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.

Expand/Collapse ItemAggravated Injury

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.

Expand/Collapse ItemAlien Artifact

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.

Expand/Collapse ItemAlien Intuition

Cost: 8
Ability: Wil
Type: Conscious

As described in OB.

Expand/Collapse ItemAllergic

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.

Expand/Collapse ItemAmbidexterity

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.

Expand/Collapse ItemAmnesia

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.

Expand/Collapse ItemAnimal Friend

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.

Expand/Collapse ItemAnimal Repulsion

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.

Expand/Collapse ItemArtistic Ability

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.

Expand/Collapse ItemAsimov Circuits

Cost: +3
Ability: Wil
Robots only, of PL 7 or higher.

As described in DW.

Expand/Collapse ItemB

Expand/Collapse ItemBad Luck

Cost: +6
Ability: Will
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemBlind

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.

Expand/Collapse ItemBlithe

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.

Expand/Collapse ItemBold Tactician

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.

Expand/Collapse ItemC

Expand/Collapse ItemCavalry

Cost: 10
Ability: Per
Type: Conscious

As described in OB. Watch out for abuse.

Expand/Collapse ItemCelebrity

Cost: 3 or 1-6
Ability: Per
Type: Active
May be purchased later.

As described in the APHB. See also OB

Expand/Collapse ItemChallenged

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.

Expand/Collapse ItemClimate Sense

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.

Expand/Collapse ItemClueless

Cost: +2/4/6
Ability: Int
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemCode of Honor

Cost: +3
Ability: Will

As described in the APHB. See also OB. This one may tend to get overused a bit, watch out.

Expand/Collapse ItemCommand Circuitry

Cost: +4
Ability: Wil
Robots only, of PL 7 or higher.

As described in DW.

Expand/Collapse ItemCompetitive

Cost: +2/4/6
Ability: Wil

As described in OB.

Expand/Collapse ItemConcentration

Cost: 3
Ability: Int
Type: Conscious
May be purchased later
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemContact

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.

Expand/Collapse ItemCriminal Record

Cost: +5
Ability: Per

As described in DM.

Expand/Collapse ItemD

Expand/Collapse ItemDanger Sense

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.

Expand/Collapse ItemDaredevil

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.

Expand/Collapse ItemDeep Sleeper

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.

Expand/Collapse ItemDelicate

Cost: +3
Ability: Str
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemDetachable System

Cost: 3
Ability: Con
Type: Conscious
May be purchased later.
Robots only.

As described in DW.

Expand/Collapse ItemDilettante

Cost: +5
Ability: Wil

As described in DM.

Expand/Collapse ItemDirt Poor

Cost: +3
Ability: Per

As described in the APHB. This is good to take for someone from Terra in System Sol.

Expand/Collapse ItemDisoriented

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.

Expand/Collapse ItemDivided Loyalty

Cost: +4
Ability: Per

As described in DM.

Expand/Collapse ItemDoublespeak

Cost: +2
Ability: Per
Robots only.

As described in DW.

Expand/Collapse ItemE

Expand/Collapse ItemEmancipated

Cost: 5
Ability: Per
Type: Active
May be taken later.
Robots only, of PL 7 or higher.

As described in DW.

Expand/Collapse ItemEnvironment Acclimation

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.

Expand/Collapse ItemEnvironment Sensitivity

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.

Expand/Collapse ItemExhausting Psi

Cost: +6
Ability: Wil
Psions only.

As described in MW.

Expand/Collapse ItemF

Expand/Collapse ItemFaith

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.

Expand/Collapse ItemFast

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).

Expand/Collapse ItemFast Healer

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.

Expand/Collapse ItemFast Recovery

Cost: 3/5/7
Ability: Con
Type: Active
Psions only.

As described in MW.

Expand/Collapse ItemFavor

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.

Expand/Collapse ItemFilthy Rich

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.

Expand/Collapse ItemFists of Iron

Cost: 2/5
Ability: Str
Type: Conscious
May be purchased later.

As described in the APHB.

Expand/Collapse ItemFixed FX Recovery

Cost: +3
Ability: Wil

As described in BS.

Expand/Collapse ItemFortitude

Cost: 4
Ability: Con
Type: Active
May be purchased later.
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemFragile

Cost: +3, or +4 for robots.
Ability: Con
May be taken by robots.

As described in the APHB, or in DW for robots.

Expand/Collapse ItemFuzzy Logic

Cost: 4
Ability: Per
Type: Conscious
Robots only, of PL 7 or higher.

As described in DW.

Expand/Collapse ItemFX Awareness

Cost: 3
Ability: Int
Type: Active

As described in BS.

Expand/Collapse ItemFX Mastery

Cost: 4
Ability: Varies
Type: Active
May be purchased later.

As described in BS.

Expand/Collapse ItemFX Require Recharging

Cost: +5
Ability: Wil

As described in BS.

Expand/Collapse ItemFX Resistance

Cost: 5
Ability: Varies
Type: Active

As described in BS.

Expand/Collapse ItemFX Susceptibility

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.

Expand/Collapse ItemG

Expand/Collapse ItemGearhead

Cost: 4
Ability: Per
Type: Active
May be purchased later.

As described in DM.

Expand/Collapse ItemGlass Jaw

Cost: +4
Ability: Con

As described in the APHB.

Expand/Collapse ItemGood Immunity

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.

Expand/Collapse ItemGood Luck

Cost: 3
Ability: Will
Type: Conscious
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemGreat Looks

Cost: 3
Ability: Per
Type: Active

As described in the APHB.

Expand/Collapse ItemGreen Thumb

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.

Expand/Collapse ItemH

Expand/Collapse ItemHeart on a Cuff

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.

Expand/Collapse ItemHeightened Ability

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.

Expand/Collapse ItemHeightened Resistance

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.

Expand/Collapse ItemHidden Identity

Cost: 3/6
Ability: Per
Type: Active
May be purchased later.

As described in DM.

Expand/Collapse ItemHidden System

Cost: 4
Ability: Dex
Type: Conscious
May be purchased later.
Robots only.

As described in DW.

Expand/Collapse ItemHigh Tech

Cost: 4
Ability: -
Type: Special
May be purchased later.

As described in DM.

Expand/Collapse ItemHobbled

Cost: +4/6/8
Ability: Wil
Psions only.

As described in MW.

Expand/Collapse ItemHonesty

Cost: +2
Ability: Per
Robots only, of PL 7 or higher.

As described in DW.

Expand/Collapse ItemI

Expand/Collapse ItemIlliterate

Cost: +5
Ability: Int

As described in DM.

Expand/Collapse ItemImplants

Cost: +2
Ability: Con

As described in DM.

Expand/Collapse ItemIncreased Energy

Cost: 5
Ability: Special
Type: Active
Psions only.

As described in MW.

Expand/Collapse ItemIncreased Psionic Energy Points

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.

Expand/Collapse ItemIncomplete Coding

Cost: 2/4
Ability: Int
Robots only.

As described in DW.

Expand/Collapse ItemInfamy

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.

Expand/Collapse ItemInferior Tech

Cost: 4
Ability: Con
Robots only.

As decribed in DW.

Expand/Collapse ItemInfluence

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.

Expand/Collapse ItemInhibited FX Recovery

Cost: +1/3/5
Ability: Wil

As described in BS.

Expand/Collapse ItemInternal Compass

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.

Expand/Collapse ItemJ

Expand/Collapse ItemJack of All Trades

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.

Expand/Collapse ItemK

Expand/Collapse ItemKeen Sense

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.

Expand/Collapse ItemL

Expand/Collapse ItemLanguage Module

Cost: 6
Ability: Int
Type: Conscious
May be purchased later.
Robots only, of PL 8 or higher.

As described in DW.

Expand/Collapse ItemLatent Psi

Cost: 5/10
Ability: Special
Type: Active

As described in MW.

Expand/Collapse ItemLess Sleep

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.

Expand/Collapse ItemLight Sleeper

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.

Expand/Collapse ItemLightweight Alloy

Cost: 3
Ability: Dex
Type: Active
Robots only.

As described in DW.

Expand/Collapse ItemLimited Skill

Cost: +Special
Ability: Special
Psions only.

As described in MW.

Expand/Collapse ItemM

Expand/Collapse ItemMemory Implants

Cost: 4
Ability: Per
Type: Active
Robots only, of PL 8 or higher.

As described in DW.

Expand/Collapse ItemMemory Lapse

Cost: 5
Ability: Int
Robots only.

As decribed in DW.

Expand/Collapse ItemMental Block

Cost: +2/4/6
Ability: Wil
Psions only.

As described in MW.

Expand/Collapse ItemMentor

Cost: 4
Ability: Per
Type: Conscious
May be purchased later.

As described in BS.

Expand/Collapse ItemMistaken Identity

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.

Expand/Collapse ItemMnemonic Chameleon

Cost: 4
Ability: Per
Type: Active
Must possess ESP broad skill.

As described in MW.

Expand/Collapse ItemMute

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.

Expand/Collapse ItemN

Expand/Collapse ItemNanite Self-Repair

Cost: 4/7/10
Ability: Con
Type: Active
May be purchased later.
Robots only, of PL 7 or higher.

As described in DW.

Expand/Collapse ItemNetworked

Cost: 2
Ability: Per
Type: Active
May be purchased later.

As described in DM.

Expand/Collapse ItemNeural Disease

Cost: +5
Ability: Con

As described in MW.

Expand/Collapse ItemNeurotic

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.

Expand/Collapse ItemNightmares

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.

Expand/Collapse ItemNo Depth Perception

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.

Expand/Collapse ItemO

Expand/Collapse ItemOblivious

Cost: +4
Ability: Will
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemObservant

Cost: 3
Ability: Will
Type: Active
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemObsessed

Cost: +2/4/6
Ability: Will
May be taken by robots at PL 7 or higher.

As described in the APHB. See also OB.

Expand/Collapse ItemOld Injury

Cost: +2/4/6
Ability: Con
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemOverheat

Cost: +6
Ability: Con
Robots only.

As decribed in DW.

Expand/Collapse ItemP

Expand/Collapse ItemPainful Psi

Cost: +4
Ability: Con
Psions only.

As described in MW.

Expand/Collapse ItemPallor

Cost: +3/6
Ability: Wil
Vampires only. Vampires begin with 6-pt version.

As described in #264.

Expand/Collapse ItemParalyzed

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.

Expand/Collapse ItemPhobia

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.

Expand/Collapse ItemPhoto Memory

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.

Expand/Collapse ItemPoker Face

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.

Expand/Collapse ItemPoor Immunity

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.

Expand/Collapse ItemPoor Looks

Cost: +3
Ability: Per

As described in the APHB.

Expand/Collapse ItemPoor Tactician

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.

Expand/Collapse ItemPowerful Ally

Cost: 4 or 2-4
Ability: Per
Type: Conscious
May be purchased later

As described in the APHB. See also OB.

Expand/Collapse ItemPowerful Enemy

Cost: +2/4/6
Ability: Per

As described in the APHB. See also OB.

Expand/Collapse ItemPsionic Awareness

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.

Expand/Collapse ItemPsion's License

Cost: 1/2/3
Ability: Per
Type: Conscious
Psions only.

As described in MW.

Expand/Collapse ItemPrimitive

Cost: +2/4/6
Ability: Int

As described in the APHB.

Expand/Collapse ItemPsychotic

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.

Expand/Collapse ItemQ

Expand/Collapse ItemQuick Reaction

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.

Expand/Collapse ItemR

Expand/Collapse ItemRampant Paranoia

Cost: +2
Ability: Per

As described in DM.

Expand/Collapse ItemRapid FX Recovery

Cost: 5
Ability: Wil
Type: Active

As described in BS.

Expand/Collapse ItemRebellious

Cost: +2
Ability: Per

As described in DM.

Expand/Collapse ItemReduced Energy

Cost: +5
Ability: Wil
Psions only.

As described in MW.

Expand/Collapse ItemRedundant Systems

Cost: 6
Ability: Con
Type: Active
May be purchased later.
Robots only.

As described in DW.

Expand/Collapse ItemReluctant Psi

Cost: +3/5
Ability: Int
Psions only.

As described in MW.

Expand/Collapse ItemRemote Backups

Cost: 5
Ability: Int
Type: Active
May be purchased later.
Robots only.

As described in DW.

Expand/Collapse ItemRepresentative Gestures

Cost: +2
Ability: Dex
Psions only.

As described in MW.

Expand/Collapse ItemReputation

Cost: 3
Ability: Per or Wil
Type: Active
May be purchased later

As described in the APHB. See also OB.

Expand/Collapse ItemS

Expand/Collapse ItemSancuary-Taught

Cost: 1
Ability: Special
Type: Conscious
Psions only.

As described in MW.

Expand/Collapse ItemSecond Sight

Cost: 4
Ability: Wil
Type: Conscious
May be purchased later.

As described in DM.

Expand/Collapse ItemSecret Orders

Cost: 3
Ability: Wil
Robots only.

As decribed in DW.

Expand/Collapse ItemSelf-Editing Program

Cost: 4
Ability: Int
Type: Conscious
May be purchased later.
Robots only.

As described in DW.

Expand/Collapse ItemSharpshooting

Cost: 4
Ability: Dex
Type: Conscious
May be taken by robots.

The character is a marksman, and probably has gray eyes. All long-range penalties for missile weapons are reduced by 1. Note that if a weapon has no long-range penalties, the character will not receive a bonus.

Expand/Collapse ItemShort Circuit

Cost: 4
Ability: Int
Robots only.

As decribed in DW.

Expand/Collapse ItemSilver-Tongued

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.

Expand/Collapse ItemSkeleton in the Closet

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.

Expand/Collapse ItemSloppy

Cost: +4
Ability: Wil

As described in OB.

Expand/Collapse ItemSlow

Cost: +6
Ability: Dex
May be taken by robots.

As described in the APHB.

Expand/Collapse ItemSlow FX Recovery

Cost: +5
Ability: Wil

As described in BS.

Expand/Collapse ItemSlow Recovery

Cost: +2/4
Ability: Con
Psions only.

As described in MW.

Expand/Collapse ItemSubtle

Cost: 2/4/6
Ability: Special
Type: Active
Psions only.

As described in MW.

Expand/Collapse ItemSuperior Talent

Cost: 4/5/6
Ability: Special
Type: Active
Talents only.

As described in MW. See also DM.

Expand/Collapse ItemSuperior Tech

Cost: 5
Ability: Con
Type: Active
Robots only.

As described in DW.

Expand/Collapse ItemT

Expand/Collapse ItemTemper

Cost: +2/4/6
Ability: Will

As described in the APHB. This is another one power gamers love to take, so watch out.

Expand/Collapse ItemTerrible Thirst

v

Cost: +4/6
Ability: Wil
Vampires only.

As described in #264.

Expand/Collapse ItemU

Expand/Collapse ItemUnarmored

Cost: 2
Ability: Con
Robots only.

As decribed in DW.

Expand/Collapse ItemUnreliable Psi

Cost: +3/6
Ability: Wil
Psions only.

As described in MW.

Expand/Collapse ItemUntalented

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.

Expand/Collapse ItemUntrained Talent

Cost: +3
Ability: Wil
Psions only.

As described in MW.

Expand/Collapse ItemV

Expand/Collapse ItemVigor

Cost: 2/3/4
Ability: Con
Type: Active

As described in the APHB.

Expand/Collapse ItemVulnerability to Fire

Cost: +3/6/9
Ability: Con
Vampires only. Vampires begin with 9-pt version.

As described in #264.

Expand/Collapse ItemVulnerability to Sunlight

Cost: +3/6/9
Ability: Con
Vampires only. Vampires begin with 9-pt version.

As described in #264.

Expand/Collapse ItemVulnerability (Unusual)

Cost: +3/6/9
Ability: Con
Vampires only.

As described in #264.

Expand/Collapse ItemW

Expand/Collapse ItemWasteful Metabolism

Cost: +3/6
Ability: Con
Vampires only.

As described in #264.

Expand/Collapse ItemWell Traveled

Cost: 4
Ability: Per
Type: Conscious

As described in DM.

Expand/Collapse ItemWild Talent

Cost: +6
Ability: Wil
Psions only.

As described in MW. See also DM.

Non-Expandable ItemX

Non-Expandable ItemY

Non-Expandable ItemZ

Horizontal Rule

Expand/Collapse Item Perks and Flaws for Starships

Atmospheric Maneuverability

Cost: 2

As described in Dragon Magazine #255.

Advanced Intelligence

Cost: 6/4/2

As described in Dragon Magazine #255.

Advanced Technology

Cost: 4/6/8

As described in Dragon Magazine #255.

Beautiful

Cost: 2

As described in Dragon Magazine #255.

Erratic Intelligence

Cost: +4

As described in Dragon Magazine #255.

Efficient Command Deck

Cost: 4

As described in Dragon Magazine #255.

Excellent Design

Cost: 6

As described in Dragon Magazine #255.

Exceptional Design

Cost: 10

As described in Dragon Magazine #255.

Famous

Cost: 4

As described in Dragon Magazine #255.

Feeble Design

Cost: +10

As described in Dragon Magazine #255.

Frail Hull

Cost: +6

As described in Dragon Magazine #255.

Faulty Sections

Cost: +4

As described in Dragon Magazine #255.

Hardened Vessel

Cost: 4

As described in Dragon Magazine #255.

Hidden Compartment

Cost: 2

As described in Dragon Magazine #255.

Improved Durability

Cost: 2/4/6/8/10

As described in Dragon Magazine #255.

Inadequate Design

Cost: +6

As described in Dragon Magazine #255.

Infamous

Cost: +4

As described in Dragon Magazine #255.

Legal

Cost: +4

As described in Dragon Magazine #255.

Lucky

Cost: 4

As described in Dragon Magazine #255.

Military Shortfall

Cost: 4

As described in Dragon Magazine #255.

Popular Model

Cost: 2

As described in Dragon Magazine #255.

Primative Systems

Cost: +1/2/4/6

As described in Dragon Magazine #255.

Primative Vessel

Cost: +6/10

As described in Dragon Magazine #255.

Protected Compartment

Cost: 4

As described in Dragon Magazine #255.

Separable Compartment

Cost: 2

As described in Dragon Magazine #255.

Separable Ship

Cost: 6

As described in Dragon Magazine #255.

Submersible

Cost: 1-10

As described in Dragon Magazine #255.

Temperamental

Cost: +4

As described in Dragon Magazine #255.

Tough Bulkheads

Cost: 4

As described in Dragon Magazine #255.

Ugly

Cost: +2

As described in Dragon Magazine #255.

Unlucky

Cost: +10

As described in Dragon Magazine #255.

Vulnerable

Cost: +4

As described in Dragon Magazine #255.