Extras List

Advantages

Acute Hearing [2]
+1D PER for applicable skills/instances

Acute Smell [1]
+1D PER for applicable skills/instances

Acute Taste [1]
1D PER for applicable skills/instances

Acute Touch [2]
+1D PER for applicable skills/instances (pickpocket, Sleight of Hand, etc.)

Acute Vision [2]
+1D for applicable skills/instances (long range shots, Search)

Ambidexterity (both) [3]
may use either hand equally well and simultaneously

Ambidextrous (either) [2]
may use either hand equally well but not simultaneously

Artistic Ability [1]
+1D for applicable skills/instances (Forgery)

Athletic Ability [1,2,3]
+1 per pip STR skills (does not affect damage resistance)

Attractive Appearance [1,2,3]
+1 per pip for applicable skills/instances (Bargain, Con, Seduction)

Bilingual Background [1]
+1D for applicable skills/instances (Cultures, Languages)

Blandness [1]
+1D for applicable skills/instances (Con, Bargain)

Clan Bloodname [4]
clanners only obviously

Combat Sense [2]
+2 to Initiative (various other effects, ability to "second guess" your opponents)

Computer Aptitude [1,2,3]
+1 per pip for applicable skills/instances (Computer Programming & Repair)

Contacts [1,2,3]
+1 per pip for applicable skills/instances (Streetwise)
OR
1 contact per pip who owes character favors (detail in background)
OR
pips spent determines contact's importance

Dual Identity [2]
two sets of complete identification

Education [2,3,4]
+1 per (pip-1) (KNOW or TECH)

EI Neural Implants [3]
bio-electric implants for faster/better interfacing with a mech comes with Unmistakable Feature for "free" (Clan-only unless I am mistaken) +1D for applicable MECH skills/instances (Mech Piloting, Mech Gunnery)

Exceptional Attribute [2]
may have 1 attribute at 1D higher than normally allowed (must still spend attribute dice)

Extra Character Points [1,2,3]
may buy up to 3 extra character points

Family Friend [1]
similar to Contact but typically without obligations for either party

Hand-Eye Coordination [2,3,4]
+1 per (pip-1) for applicable skills/instances (Weapon, Pickpocket, Zero-G)

Internal Compass [1]
Easy PER roll to find direction

Land Grant [1]
bestows a nobles with land

Language Ability [1]
+1D Languages

Light Sleeper [1]

Mechanical Aptitude [1,2,3]
+1 per pip repair skills (each skill with word �repair�)

Natural Lie Detector [1,2,3]
+1 per pip for applicable skills/instances (Bargain, Con, Gambling)

Natural Aptitude [2,3]
character is naturally good at 1 skill (+1D) (Combat Skills cost 3, all others are 2)

Natural Resistance:
*Cold [2]
+1D STR skills against cold
*Disease [2]
+1D STR skills against disease
*Electricity [2]
+1D STR skills against electricity
*Heat [2]
+1D STR skills against heat
*Poison/Drugs [3]
+1D STR skills against poison & drugs
*Radiation [2]
+1D STR skills against radiation

Near Photographic Memory [2]

Night Vision [2]
no penalties while in partial darkness

Obscure Knowledge [1]
+1D in area

Observation [1,2,3]
+1 per pip for applicable skills/instances

Peripheral Vision [1]
wider field of view

Photographic Memory [3]

Presence [1,2,3]
+1 per pip for applicable skills/instances (Bargain, Command, Con, Seduction)

Reputation [1]
your character is well-known

Sixth Sense [3]
a sort of �danger sense� (without the annoying spider bite)

Spatial Awareness [2]
ability to track where thing(s) are and where they will likely end up (combat tracking)

Subculture & Jargon [1]
+1D for applicable skills/instances (Streetwise, Cultures, Bureaucracy)

Thick Skin [1,2,3]
+2 per pip when resisting damage

Title [1,2,3]
1: Knight
2: Baronet
3: Baron
(unless Land Grant is purchased, title has no real power or influence)

Way With Animals [1]
+1D for applicable skills/instances (Animal Handling, Beast Riding)

Wealth [2,3,4]
2: 10,000 C-bills
3: 25,000 C-bills
4: 50,000 C-bills

Well-Connected [1,2,3]
can find people who can get the item or information needed

Well Equipped [1,2,3]
extra equipment (based on pips spent)


Disadvantages

Addiction [-1,-3]
-1: common cigs, coffee
-3: addictive drugs or spice

Allergies [-1]

Asthma [-1]

Bad Liar [-2]
-1D for applicable skills/instances (Bargain, Con, Gambling)

Clumsiness [-3]
-1D for applicable skills/instances (DEX usually)

Color Blind [-1]
-1D for applicable skills/instances (Search, Hide)

Cowardice [-3]
-1D for applicable skills/instances (Command, Willpower)

Criminal Record [-1]
PC is wanted (but not necessarily hunted) for a minor offense

Deep Sleeper [-1]
will sleep well into an attack at night

Dependant [-1,-2,-3]
a friend/relative who needs looking after
Inner Sphere only for the most part

Debt [-1,-2,-3]
1: 10,000 C-bills
2: 25,000 C-bills
3: 50,000 C-bills

Easily Intoxicated [-1]

Family Feud [-1]

Gambling [-2]
kind of an addiction

Glass Jaw [-1]
slightly more difficult to stay conscious when taking damage

Greed [-2]
Mine! Mine! All Mine! (All for one, and more for ME)

Hatred of Authority [-1]

Hearing Impairment [-1,-2,-3]
-1 per pip for applicable skills/instances (Sneak, Search)

Hunted [-2,-3,-4]
pip number determines hunter�s resources

ID Trouble [-3]
character starts with no ID, and will likely have trouble with ID checks

Illiterate [-2]

Jump Sickness [-1,-2,-3]
number of pips determines the severity and duration of the negative effects a character feels after a hyperspace jump
-1: mild for a few hours
-2: moderate for up to a day
-3: severe for a couple days

Lost Dependants [-1,-2,-3]
lost Son/Daughter/Brother/Sister/Father/Mother/Dog/Cat (GM�s discretion)

Mood Swings [-2]
chemical imbalance that requires medication

Moral Qualms [-2]
code against killing, that sort of thing

Night Blindness [-2]
-1D to applicable skills/instances skills at night

Overweight [-1,-2,-3]
-1 per pip for applicable skills/instances (Stamina)

Paranoia [-1,-2,-3]

Phobias [-1,-2,-3]
1 per pip or pip level determines severity

Psychological Limitation [-1,-2,-3]
misc. category

Religion [-1,-2,-3]
involved in some strange religion that requires bizarre ceremonies, etc. (family ties possible, GM�s discretion)

Shortwinded [-1]
-2 Stamina

Signature [-1]
easily recognizable habit, action, etc.

Sleep Walker [-1]

Susceptibilities:
*Cold [-1]
*Disease [-2]
*Electricity [-1]
*Heat [-1]
*Poison/Drugs [-2]
*Radiation [-1]

Traumatic Flashbacks [-2,-3]
can be caused by/occur during battle stress, similar situations, etc.

Unattractive Appearance [-1,-2,-3]
-1 per pip for applicable skills/instances (Seduction)

Unmistakable Features [-1]
primarily things which are too large to remove or removal forbidden by religion (tattoo, scars, birthmark)

Vision Impairment [-1,-2,-4]
-1: requires corrective lenses
-2: partial blindness, -1D for applicable skills/instances (Search)
-4: total or near-total blindness

Misc.
Curiosity [0]
�Oooo, what�s that?�


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