2 Picks

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 30 points this is an indicator of the maximum level for the campaign.

360 Vision
Arm DX +1 (Both Arms)
Combat Reflexes
Computer Whiz (Talent)
Danger Sense
Daredevil
Dark Vision
Discriminatory Hearing
Discriminatory Smell
Doesn’t Breathe (Cybered can pick this, Machine Meta-trait includes this)
Dominance
Empathy (Orber only)
Extra Attack
Gadgeteer
Gunslinger
Improved G Tolerance level 3
Indomitable
Luck level 1
Legal Immunity (Special GM permission only!)
Mind Probe (Orber only)
Mind Reading (Orber only)
Penetrating Vision level 2
Perfect Balance
Peripheral Vision
Psychometry (Orber only)
Precognition (Orber only)
Sealed
Security Clearance (See GM to define)
Smooth Operator (Talent)
Unaging (Special GM permission only!)
Unfazeable
Very Fit
Very Rapid Healing
Wealthy