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)