| 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 
              Advantage.    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 
              applicable tests.  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 
              Advantage.    Weapon Master (20 points): This Advantage 
              lowers the Handling Factors of melee weapons by the character's 
              Damage Bonus. 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.  |