|
Be aware you’ll have to explain to the GM why you have each of these advantages, so have a good reason in mind when you pick things, and “because it’s neat” never works as a reason.
Those familiar with GURPS will note that 1 point advantages cost 0 Picks but must be balanced by Quirks (max. 5 of these), advantages 2-4 points cost 1/2 a Pick, 5-14 points cost 1 Pick and any advantages that cost 15-30 points cost 2 Picks. Advantages costing more than 30 are only allowed with GM approval. Note that with multiple level advantages if the GURPS point value would allow more levels and still not be more than 14 points this is an indicator of the maximum level for the campaign.
3d Spatial Sense Absolute Direction Acute Hearing (level 2, 3, or 4) Acute Taste and Smell (level 2,3 or 4) Acute Touch (level 2, 3, or 4) Acute Vision (level 2, 3, or 4) Administrative Rank (level 1 or 2) Alertness (all senses are “acute) (level 1 or 2) Appearance - Attractive Appearance - Handsome/Beautiful Appearance - Very Beautiful/Handsome “Off the Shelf” looks Ambidexterity Amphibious Animal Empathy Animal Friend (Talent) Arm ST+1 or +2 (Both Arms) Arm DX+1 (One Arm) Artificer (Talent) Brachiator Breath Holding (level 3, 4, or 5) Business Acumen (Talent) Catfall Chameleon (level 1 or 2) Clerical Investment Comfortable Wealth Common Sense Contact Group (Business, Military, Street, or Police, Skill 15) Damage Resistance (level 1 or 2) Digital Mind Discriminatory Taste Doesn’t Breathe (must have Machine Meta-Trait) Doesn’t Eat or Drink (must have Machine Meta-Trait) Doesn’t Sleep (must be Cybered or have Machine Meta-Trait) Enhanced Tracking (level 1 or 2) Eidetic Memory Fashion Sense Extended Lifespan level 1 or 2) Filter Lungs Fit Flexibility |G Experience (level 5, 6, or 7) Gifted Artist (Talent) Gizmos (1 or 2) Green Thumb (Talent) Healer (Talent) Hermaphomorph (sex changer) High Manual Dexterity (level 1 or 2) Higher Purpose High Pain Threshold Improved G Tolerance (level 1 or 2) Independent Income (level 5 - 10) Infravision Injury Tolerance (No Brain) Injury Tolerance (No Blood) Injury Tolerance (No Vitals) Innate Attack (Burn, level 2) Innate Attack (Corrosion level 1) Innate Attack (Crushing level 2) Innate Attack (Cutting level 2) Innate Attack (Fatigue level 1) Intuitive Mathematician Language Talent level 1 Mathematical Ability (Talent) Merchant Rank level 1 Metabolism Control (level 1 or 2) Microscopic Vision (level 1 or 2) Military Rank level 1 Mimicry Musical Ability (Talent) Outdoorsman (Talent) Parabolic Hearing (level 1 or 2) Penetrating Vision (level 1) Photographic Memory Police Rank (level 1 or 2) Rapid Healing Reduced Consumption (level 3 or 4) Regeneration (Slow, cannot be chosen by those with the Machine Meta-Trait) Religious Rank (1 or 2) Security Clearance (See GM to define) Sensitive Sensitive Touch Single Minded Slippery (level 2, 3 or 4) Social Chameleon Social Regard (level 1 or 2) Striking ST (level 1 or 2) Subsonic Hearing Subsonic Speech Super Climbing (level 2 or 3) Super Jump (level 1) Talent (See GM or GURPS Basic Set for list, level 1) Telekinesis (level 1 or 2, Orber only) Telescopic Vision (level 1 or 2) Temperature Control (level 1 or 2, Orber only) Temperature Tolerance ( up to level 10, beyond 5 requires Cybered or Machine Meta-Trait) Tenure Terrain Adaptation Ultrahearing Ultrasonic Speech Universal Digestion Vacuum Support Versatile Visualization Voice Zeroed
|