These are character traits that are innate abilities. With few exceptions, a character may only be given these advantages when he is first created. After that, there is no way to gain or "earn" them. Each advantage has a cost in character points. A character may have as many advantages as he can afford. For some advantages, the cost is fixed. Others (e.g., Acute Vision) can be bought in up to 5 levels, at a certain point cost for each level. For instance, Acute Vision costs 3 points for each +05 bonus. If you want a +25 Acute Vision bonus, it will cost 15 points.
Absolute Direction 5 points
You always know which way is north and you can always retrace a path you have followed within the past month, no matter how faint or confusing it may be. This ability works underground as well as underwater and also gives a +3 bonus on your Navigator skill.
Absolute Timing 5 points
Adds a +1 to the DEX ability score and grants a +10 bonus to DEX rolls requiring precision and timing (e.g. leading a distant moving target or flying a plane through a barn)Acute Hearing 3 points/level
You get a +05 per level bonus whenever you must roll to hear something, or when the GM rolls against PER to see if you noticed a sound. Cost: 3 points for every +05 bonus to your roll.
Acute Taste and Smell 2 points/level
You get a bonus on any Taste or Smell roll. For instance, the GM might roll to see if you noticed the taste or smell of poison in your drink. Cost: 2 points for every +05 bonus to your roll.
Acute Vision 3 points/level
You get a bonus on any vision based PER roll - that is, when you roll to look for something, or whenever the GM rolls against PER to see if you noticed something. Cost: 3 points for every +05 bonus to your roll.
Alertness 5 points/level
A general bonus you get on any Sense roll, or when the GM rolls against your PER to see if you notice something. This advantage can be combined with any or all of the acute senses. Cost: 5 points for each +05 bonus to your roll.
Many fictional heroes have partners - loyal comrades, faithful sidekicks or life-long friends - who accompany them on adventures. These partners are Allies. Having an Ally is an advantage.
In one sense, the other PCs who adventure with you are allies. But they can be unreliable allies indeed. Often they are chance acquaintances, first encountered at a roadside tavern, only hours ago. They have their own hidden goals, ethics and motives, which may or may not coincide with your own.
An NPC Ally, on the other hand, is wholly reliable. Perhaps you fought side-by-side in an extended campaign, trained under the same master, or grew up in the same village. The two of you trust each other implicitly. You travel together; fight back-to-back, share rations in hard times, trade watches through the night.
The point cost for an Ally is determined by his total point value and skill level.
Ambidexterity 10 points
You can use both hands with equal skill. You do not suffer the penalty for using an "offhand" and can fight (or act) with either hand, or with both hands at once.
Animal Empathy 5 points
You understand animals and like them, and they like you. You get a +10 on any reaction roll by a wild animal, and a +20 on any reaction from a tame animal. You also get a +20 bonus on any "animal" skill roll (Animal Handling, Riding, Vet, etc.). However, you may never kill an animal without a very good reason and you should try to prevent others from doing so. Note that killing for food is perfectly acceptable, and in a hunting situation you will get a +15 bonus to find game.
Charisma 5 points/level
This is the natural ability to impress and lead others and supplements the CHA ability score. Anyone can acquire a semblance of charisma by good looks, good manners and intelligence - but real charisma works independently of these things, and you either have it or you don't. It affects any reaction roll made by any intelligent creature and initially raises the CHA score by +2. Cost: 5 points for each +05 bonus.
Combat Reflexes 15 points
You have extraordinary reactions and are very rarely surprised for more than a moment. You get a +05 to any Active Defense in combat. You also get a +05 on any Fast-Draw skill and +10 to any Panic Check. You never hesitate in combat and furthermore, get +20 on rolls to avoid a surprise attack and a +25 on any Mental Stamina roll to wake up or to recover from surprise or "stun."
Common Sense 10 points
Any time you start to do something that the GM feels is STUPID, he rolls against your INT. A successful roll means he must warn you, “Hadn’t you better think about that?" This advantage allows an impulsive player to take the part of a thoughtful character.
Danger Sense 15 points
You can't depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something's wrong. . . If you have Danger Sense, the GM rolls once against your PER, secretly, in any situation involving an ambush, impending disaster, or similar hazard. A successful roll means you get a warning that something's wrong. An outstanding success roll means you get a vague detail as to the nature of the danger.
More to follow...