Ambidextrous (7 points): this ability cancels
the off-hand penalty (-3 to skill roll) normally associated with
using a weapon or item in the "secondary" hand.
Ballet/Dance Of Death (20/10
points): are essentially the same ability - they allow a character
to literally dodge bullets. He has some kind of supernatural sixth
sense to feel from where the bullets come so that he can dodge early
enough to avoid them. See the Combat System for more details how
to dodge the bullets.
Ballet of Death is the advanced form of Dance of Death;
characters who posses the Ballet Of Death Advantage do not
suffer the situational penalty for the character's next Action associated
with normal Quick Dodges.
Dance/Ballet of Death relies on quickness, hence it cannot
be used if a character wears any armor that imposes a Dodge Modifier.
Thus only characters wearing no armour, Striker Motorcycle Armour,
CAF Flak Vest, CAF Dusters, FEN Cloaks, Synthskin or BattleBreeze
Armour can execute Dance/Ballet of Death maneuvers.
Berserker (10 points): The ability to slip into a Berserker
Rage prior to combat. When in this state, a character has all damage
dealt to him reduced by -1, he halves all skill values of DIA-based
skills, and he doubles his Damage, Penetration and Aiming Die Values,
but can only dodge and parry with half skill value. A character
in Berserker Rage won't feel his wounds until combat is over - so
it is possible that a character is killed during combat, but he
simply won't drop before all enemies are killed. Speaking of enemies
- for a character in Berserker Rage, everybody he sees is an enemy.
A character can try to slip out of Berserker Rage if the player
succeeds in a CONC Test -6.
Calculation Resolve (3 points per rank):
An Ebon gifted with this Advantage can reduce the Situational Modifiers
for Calculating Ebb Abilities by 1 per rank of this Advantage.
Crack (10 points): this Advantage must be specialized. It
allows the character to be a "crack" in one field of expertise,
like e.g. a "crack driver" or a "crack mechanic". In order to specialize
this Advantage, select a skill that the character is exceptionally
good at. If the character uses this skill, double his success die.
For Combat Skills specify which dice is to be doubled. However,
some GMs might want to restrict this Advantage to non-combat skills.
Each Crack-Skill after the first gets it's cost doubled, so
the second crack skill costs 20 points, the third 40 and so on.
Die Hard (15 points): Die Hard Characters
can survive almost everything. They get shot, fall from a house
into a huge bonfire and still walk out of the flames alive. Ideally
this ability allows a player to suggest methods of survival if his
character has bit the dust.
Note: Characters who take a full burst from a SMG gun into
the guts still won't survive, but a character who is about to get
executed could simply state (when his executioner pulls the trigger
"Click" indicating that he expects the gun to be unloaded) and the
GM might even let him get away with this one ...
Direction Sense (1 point per rank): This Advantage is rolled
like a skill if the character needs to know which direction is north,
or to remember how to navigate the labyrinth of the sewers or which
way the car took while he was imprisoned in the trunk.
Double Strike (7/10/15 points): once per combat round (within
a phase the character can act), the character with this Advantage
gains an additional melee attack at an Intitiative Count 15/10/5
points lower than his usual Initiative Count.
Extended Ability (10 points): this allows
the player to increase the maximum rank of one of his character's
Stats by +1. Per stat, however, this can only be done once. This
Advantage in effect replaces the original Cool: Exceedingly
Fast Healer (20 points): The character
heals at double rate.
Fast Learner (10 points): Characters with this Advantage
double and add the Success Die on their Learning Rolls.
Hardened (3 points per rank): A special
Advantage, usually not taken during character creation, but later
aquired in the game. However, the point cost is listed for character
who already have met with the terror.
Each rank of hardened subtracts one point from the Success Die
of a Fear Roll (see Psychology
and Psychosis). This, however, also has a drawback, for
hardened characters loose the ability to get affected by what they
see - after all they have already seen it all. Over the time their
"mental armour" will allow fewer and fewer stimuli to pass through
- they are on the way to becoming a "dead fish", devoid emotions,
devioud feelings, perhaps fleeing into drug addiction to "make it
all go away". How to implement this is up for the GM to decide;
ideally the players should roleplay it, but some might have to get
forced (by "awarding" them with mental disadvantages for each point
of "Hardened" acquired) to roleplay this effect.
Hearing (Good) (1 point per rank): rolled like a skill when
the character relies on his hearing. The Success Die of this roll
is then added (or subtracted depending on whether the Hearing Roll
was a success or failure) to the character's Detect roll.
Immunity (variable): the character possesses
a natural immunity to a certain kind of poisons, diseases or both.
Immunity to general poisons (e.g. Arsenic) or diseases (e.g. flu)
cost 2 points. Immunity versus rare poisons (snake venom) or diseases
(scarlet fever) costs 4 points while exotic poisons (curare) or
diseases (Ebola) costs 6 points. Any combination of poison and/or
disease is possible.
Intuitive Aimer (10 points): this Advantage reduces the
recoil generated Hit Spread by 1 point when shooting at Optimum
Range and reduces the Handling Factor for close combat by 1 point.
Iron Will (5 points): characters possessing this ability
are unusually hard to manipulate. When rolling a CONC-test, trying
to fend of manipulative attacks (like interrogation, torture, intimidation),
they double and add their Success Die.
Killer Stare (10 points): The legendary
'look' in the eyes of a tough-guy. Characters possessing the Killer
Stare double and add their Success Die to all tests involving "trying
to act tough" (like intimidation and interrogation). Those possessing
the Killer Stare only regard others who also possess the Killer
Stare as worthy enemies and/or friends. All others are simply wimps
Luck (3 points per rank): Luck acts
as a pool. Per point spent from this pool the character can reroll
one die from a single test. If he spends two points he can reroll
up to three dice from a single test. The GM can ask the player if
he wants to expend a certain amount of "Luck-points" (determined
by the GM) for the character to avoid something nasty (like eg.
catching that slippery cable hanging underneath the gangplanks of
the DownTown walkway while getting thrown into the depths by some
Johannas . worth at least 7 points!)
Looks (Attractive) (1 point per rank): this Advantage works
similar to Hearing (Good); if the character must succeed
at a test that is influenced by appearance, roll Looks like a skill
and add/subtract the Success Die to the roll in question.
Mind Hunter (4 points per level): The ability
to gain insights into a criminal mind by reading the aura of a crime
scene. Sometimes these insights are accompanied by visions of the
crime itself or occurances related to the crime. Mindhunters are
proficient in creating profiles of their quarry, aiding them in
finding them. This ability is used like a skill; it is rolled with
3d6, a result greater than 13 indicates success. The degree of success
depends on the result of the Success Die. Points scored in excess
of 18 are added to the Success Die.
Natural Born Killer (7/15/30 points): characters
with this ability have their Initiative Total increased by +5/+10/+15.
Nondescript ( 2 points per rank): If a character wants not
to be noticed a nondescript face might help. In these circumstances
roll the Advantage like a skill and subtract the Success Die from
all Detect rolls made against the character.
Quick Aimer (10 points): ): characters with
this Ability only need to aim half as long for the desired effect.
Thus characters possessing this Advantage get a +2 (instead of the
usual +1) Aim-modifier per Action aimed.
With the first Action spent aiming, the character cancels the Wild/Snap-Shot
penalty and gets a +1 Aim Mod. However the maximum allowable modifier
they can get is still equal to their Marksman rank.
Quick Draw (7 points): allows the character to draw and
fire a weapon in one Action without suffering any ill effects (apart
from the shot being wild).
Quick Trigger (7/10/15 points): once per combat round a
character with this Advantage gains one Additional attack with a
semi-auto weapon, which he takes on an Initiative Count 15/10/5
points lower than his usual Initiative count within a combat phase
he already acted.
Rapid Fire (10 points): characters possessing
this ability never need to aim; all their shots are considered to
be aimed for at least one round - they can never fire Wild Shots.
If they wish (and possess Marksman skill) they can spend
further Actions to obtain aiming bonuses.
Reflexes (10 points): doubles and adds the Success Die
on Initiative rolls.
Reputation (Good) (2 points per rank): Each time a character's
reputation might influence his performance in social situations,
roll this Advantage like a skill and add the Success Die to all
Resilience (15 points): characters who are resilient are
hard to kill. Each time they are hit they make a PHYS-test. If this
test is successful they can subtract their Success Die Value from
the damage value of the attack.
Second Sight (20 points): The ability to
see auras or have quick insights into the future. A very unstable
ability, it is considered a curse by most of them who possess it.
Sixth Sense (7 points): the character is sensitive to danger.
The exact effects of this Advantage depend upon the GM's decision;
it can be rolled like a skill, adding the Success Die to the characters
Initiative Total in a surprise situation. It can also be rolled
to allow the character to detect that something is amiss. Other
uses are possible and depend on the situation and the GM.
Status (3 points per rank): The character possesses a certain
status. This is a flexible Advantage and depends upon the environment
of the character; eg. a character who might impress the SLA-loyal
parents of his new girlfried with his SCL 5A, but it will not help
him in the depths of DownTown.
In a situation that might be influenced by Status, roll the Advantage
like a skill and either add the Success Die to tests the character
must pass (if applicable) or base the character's reception upon
the Success Die. In situations where the character's SCL might be
influential, the SCL grants a Status equal to 10 - SCL (eg. SCL
9 = Status 1, SCL 2 = Status 8).
Sworddance (10 points): This Advantage can only be used
in conjunction with Quick Dodges and it cancels the situational
penatly associated with Dodging melee attacks. Additionally all
Quick Dodges in melee combat cost no Action.
Time keeper (Good) (1 point per rank): In
situations where timing acts as a critical factor, roll this Advantage
like a skill and add the Success Die to all timing related skill
rolls the character must make.
Vision (Good) (1 point per rank): as Hearing
(Good), but related to vision-based Detect tests.
Voice (Good) (1 point per rank): as Looks (Good)
but for situations where the character's voice might grant him an
Weapon Master (20 points): This Advantage
lowers the Handling Factors of melee weapons by the character's
Wraith (+25 points): Characters possessing this ability
are the ones who seldom get hit; bullets seem to pass right through
them and if they hit they do not cause heavy wounds. All attacks
on characters possessing this ability are at -COOL/2 and the Damage
Die of those attacks that hit is halved. So a character with Cool
8 has a -4 modifier to all attacks aimed at him, while a character
with Cool 5 has only a -2 modifier.
Wraith fighters rely on their enemies not hitting and thus they
almost never try to dodge. This is reflected in the maximum rank
that their Dodge skill can have, which is equal to it's usual
value divided by two and thus DEX/2. Furthermore, a Wraith character
loses his Wriath to-Hit modifier should he try to dodge a bullet.
Characters who possess the Wraith Ability cannnot also possess
the Ballet/Dance of Death Ability as well.