en	1 - Attributes

en	Decreased Strength

en	Attribute

en	Disadvantage

en	Physical

en	Increased Basic Speed

en	Advantage

en	Attribute

en	Physical

en	Increased Dexterity

en	Advantage

en	Attribute

en	Physical

en	No Fine Manipulators

en	Increased Intelligence

en	Advantage

en	Attribute

en	Mental

en	Increased Perception

en	Advantage

en	Attribute

en	Mental

en	Physical

en	2 - Choose 25 points in Advantages from the following:

en	Absolute Direction

en	Advantage

en	Mental

en	Physical

en	Requires signal

en	3D Spatial Sense

en	piloting

en	aerobatics

en	free fall

en	navigation

en	hyperspace

en	navigation

en	space

en	body sense

en	navigation

en	air

en	navigation

en	land

en	navigation

en	sea

en	Danger Sense

en	Advantage

en	Mental

en	Daredevil

en	Advantage

en	Mental

en	to skill rolls any time you take an unnecessary risk (in the GM’s opinion)

en	Enhanced Dodge

en	Advantage

en	Mental

en	Fit

en	Advantage

en	Physical

en	Recover FP at twice the normal rate (but not FP spent for spells or psi powers)

en	to all HT rolls to stay conscious, avoid death, resist disease, or resist poison

en	Perfect Balance

en	Advantage

en	Physical

en	piloting

en	acrobatics

en	climbing

en	Peripheral Vision

en	Advantage

en	Physical

en	Easy to Hit

en	Others can target your eyes at only -6 to hit

en	Single-Minded

en	Advantage

en	Mental

en	to rolls for any lengthy mental task you concentrate on to the exclusion of other activities, if the GM feels such focus would be beneficial

en	to all rolls to notice interruptions while obsessed with a task

en	Unfazeable

en	Advantage

en	Mental

en	Exempt from fright checks. Reaction modifiers do not affect you.

en	Familiar Horrors

en	Zeroed

en	Advantage

en	Social

en	3 - Choose one of the following Powers:

en	Invisibility

en	Fadeout: Invisibility

en	Advantage

en	Exotic

en	Mental

en	Physical

en	Sensory Power Dodge 10

en	Affects Machines

en	Can Carry Objects

en	Up to No Encumbrance

en	Can Carry Objects

en	Up to Light Encumbrance

en	Can Carry Objects

en	Up to Medium Encumbrance

en	Can Carry Objects

en	Up to Heavy Encumbrance

en	Extended

en	@Type@

en	Switchable

en	Usually On

en	Turning visible costs 1 FP per second

en	Machines Only

en	Substantial Only

en	Visible Reflection

en	Visible Shadow

en	Fringe

en	Super

en	Switchable

en	Invisbility Talent

en	Advantage

en	Mental

en	Power

en	Lightwarp Control (Light)

en	Advantage

en	Physical

en	Power Block 8

en	Persistent

en	Ranged

en	Collective

en	Natural Phenomena

en	Cosmetic

en	Super-Effort

en	Rare

en	Occasional

en	Common

en	Accessibility: Only When Visible

en	Costs Fatigue

en	Requires Concentrate

en	Super

en	Phasing

en	Phasing Talent

en	Advantage

en	Mental

en	Power

en	Phasing: Insubstantiality

en	Advantage

en	Exotic

en	Mental

en	Physical

en	Power Dodge 10

en	Affect Substantial

en	Can Carry Objects

en	Up to No Encumbrance

en	Can Carry Objects

en	Up to Light Encumbrance

en	Can Carry Objects

en	Up to Medium Encumbrance

en	Can Carry Objects

en	Up to Heavy Encumbrance

en	Partial Change

en	Partial Change

en	Can turn an item you are carrying substantial without dropping it

en	Always On

en	Usually On

en	Materialization costs 1 FP per second

en	No Vertical Move

en	Noisy

en	Projection

en	Reversion

en	Touch

en	Always On

en	Touch

en	Switchable

en	Difficult Materialization

en	Mutually exclusive with Usually On.

en	Ectoplasmic Materialization

en	Ghost Air

en	Substantial Communication

en	Super

en	Shrinking

en	Diminution

en	Catfall

en	Advantage

en	Exotic

en	Physical

en	Feather Fall

en	Parachute

en	Super

en	Only when Shrunk

en	Shrinking

en	Advantage

en	Exotic

en	Physical

en	Affects Others

en	One other person

en	Affects Others

en	Two other people

en	Affects Others

en	Three other people

en	Affects Others

en	Four other people

en	Can Carry Objects

en	Up to No Encumbrance

en	Can Carry Objects

en	Up to Light Encumbrance

en	Can Carry Objects

en	Up to Medium Encumbrance

en	Can Carry Objects

en	Up to Heavy Encumbrance

en	Full Damage

en	Full DR

en	Full HP

en	Full Move

en	Minimum Size Only

en	Super

en	Silence

en	Advantage

en	Exotic

en	Physical

en	Bonuses help only when hearing is the only sense that can be used to detect you.

en	Dynamic

en	Only when Shrunk

en	Super

en	to Stealth when you are perfectly motionless

en	to Stealth if moving (even in armor, etc.)

en	Shrinking Talent

en	Physical

en	Super Jump

en	Advantage

en	Exotic

en	Physical

en	Bouncing

en	Maneuverable

en	Full Power Only

en	Horizontal Only

en	Lighter Than Air

en	Planetary

en	Projectile

en	Vertical Only

en	Bouncing Only

en	Only when Shrunk

en	Super

en	Teleportation

en	Teleport: Warp

en	Advantage

en	Mental

en	Supernatural

en	Blind

en	Extra Carrying Capacity

en	Up to Light Encumbrance

en	Extra Carrying Capacity

en	Up to Medium Encumbrance

en	Extra Carrying Capacity

en	Up to Heavy Encumbrance

en	Extra Carrying Capacity

en	Up to Extra-Heavy Encumbrance

en	Reliable

en	Warp Jump

en	Hyperjump

en	Speed of light

en	Hyperjump

en	One light-year per day

en	Naked

en	Range Limit

en	10 yards

en	Range Limit

en	20 yards

en	Range Limit

en	100 yards

en	Range Limit

en	500 yards

en	Range Limit

en	2 miles

en	Range Limit

en	10 miles

en	Range Limit

en	100 miles

en	Range Limit

en	1000 miles

en	Range Limit

en	10000 miles

en	Range Limit

en	100000 miles

en	Blink

en	No Strain

en	Tracking

en	Tunnel

en	Tunnel

en	After teleport

en	Anchored

en	Changable

en	Anchored

en	Item

en	Anchored

en	Fixed Site

en	Blind Only

en	Drift

en	Projection

en	Can't Affect

en	Projection

en	Can use abilities

en	Special Portal

en	@Portal@

en	Mental Carrying Capacity

en	MBL: @MBL@ lb

en	Rapid Fire

en	Telekinetic Carrying Capacity

en	TBL: @TBL@ lb

en	Exoteleport

en	Gyroscopic

en	Blink Only

en	Super

en	Opposed by Anti-powers and weird science gadgets

en	Nuisance Effect

en	Obvious popping noise at departure point

en	Costs Fatigue

en	Teleportation Talent

en	Physical

en	4 - Choose -15 points from the following Disadvantages:

en	One of the following Code of Honor Disadvantages, or

en	Code of Honor (Gentleman's)

en	Disadvantage

en	Mental

en	Never break your word. Never ignore an insult to yourself, a lady, or your flag; insults may only be wiped out by an apology or a duel (not necessarily to the death!). Never take advantage of an opponent in any way; weapons and circumstances must be equal (except in open war). This only applies between gentlemen.

en	Code of Honor (Professional)

en	Disadvantage

en	Mental

en	Adhere to the ethics of your profession; always do your job to the best of your ability; support your guild, union, or professional association.

en	One of the following Pacifism Disadvantages, or

en	Pacifism: Cannot Kill

en	Disadvantage

en	Mental

en	You may fight – you may even start fights – but you may never do anything that seems likely to kill another. This includes abandoning a wounded foe to die “on his own”! You must do your best to keep your companions from killing, too. If you do kill someone (or feel responsible for a death), you immediately suffer a nervous breakdown. Roll 3d and be totally morose and useless for that many days. During this time, you must make a Will roll to offer any sort of violence toward anyone, for any reason.

en	Species-Specific

en	Pacifism: Reluctant Killer

en	Disadvantage

en	Mental

en	You are psychologically unprepared to kill people. Whenever you make a deadly attack (e.g., with a knife or a gun) against an obvious person whose face is visible to you, you are at -4 to hit and may not Aim. If you cannot see the foe’s face (due to a mask, darkness, or distance, or because you attacked from behind), the penalty is only -2, save in close combat. You have no penalty to attack a vehicle (even an occupied one), an opponent you do not believe is a person (including things with Horrific or Monstrous appearance), or a target you can’t actually see (e.g., a set of map coordinates or a blip on a radar screen). If you kill a recognizable person, the effect on you is the same as for Pacifism: Cannot Kill. You have no problem with your allies killing; you may even supply ammo, loaded weapons, and encouragement! You just can’t do the killing yourself.

en	Species-Specific

en	Pacifism: Self-Defense Only

en	Disadvantage

en	Mental

en	You only fight to defend yourself or those in your care, using only as much force as necessary (no pre-emptive strikes allowed!). You must do your best to discourage others from starting fights.

en	Species-Specific

en	Pacifism: Total Nonviolence

en	Disadvantage

en	Mental

en	You will not lift a hand against another intelligent creature, for any reason. You must do your nonviolent best to discourage violent behavior in others, too. You are free to defend yourself against attacks by animals, mosquitoes, etc.

en	Species-Specific

en	One of the following Secret Disadvantages, or

en	Secret ()

en	Disadvantage

en	Social

en	Serious Embarrassment

en	Utter Rejection

en	Imprisonment

en	Possible Death

en	Secret ()

en	Disadvantage

en	Social

en	Serious Embarrassment

en	Utter Rejection

en	Imprisonment

en	Possible Death

en	Other Disadvantages

en	Combat Paralysis

en	Disadvantage

en	Physical

en	In any situation in which personal harm seems imminent, make a HT roll. Do not roll until the instant you need to fight, run, pull the trigger, or whatever. Any roll over 13 is a failure, even if you have HT 14+. On a success, you can act normally. On a failure, you are mentally stunned.

en	Combat Reflexes

en	Overconfidence

en	Disadvantage

en	Mental

en	You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation!

en	from young or naive individuals who believe you are as good as you say you are

en	from experienced NPCs

en	Post-Combat Shakes

en	Disadvantage

en	Mental

en	Make a self-control roll at the end of any battle. If you fail, roll 3d, add the amount by which you failed your self-control roll, and look up the result on the Fright Check Table.

en	5 - Choose one of the following Quirks

en	Careful

en	Mental

en	Quirk

en	Minor Addiction

en	Mental

en	Quirk

en	Nosy

en	Mental

en	Quirk

en	Trademark

en	Mental

en	Quirk

en	Uncongenial

en	Mental

en	Quirk

en	6 - Choose a Wildcard Skill

en	Thief!

en	Skills: Climbing, Electronics Operation (Security), Escape, Filch, Forced Entry, Merchant, Pickpocket, and Stealth. Make an IQ-based roll for Lockpicking, Shadowing, Streetwise, or Traps.

en	Move!

en	Skills: Acrobatics, Aerobatics, Aquabatics, Body Sense, Climbing, Free Fall, Jumping, and Stealth. Works as Escape to move through narrow openings – and, at the GM’s discretion, as some forms of Dancing and Erotic Art. Make a HTbased roll for Flight, Hiking, Jumping, Running, Skating, Skiing, or Swimming. Any such HT-based roll results in +20% to the day’s travel in whatever mode of movement it covers. Move! can also take the place of any unarmed combat skill if performing some sort of fancy movement while attacking; Move! at DX+2 or better grants +1 per die to damage with such attacks.

en	7 -Required Skills

en	Observation

en	Criminal

en	Military

en	Police

en	Spy

en	Street

en	Shadowing

en	Shadowing

en	Criminal

en	Police

en	Spy

en	Street

en	Observation

en	Stealth

en	Sleight of Hand

en	Arts

en	Criminal

en	Entertainment

en	Street

en	Filch

en	8 - Choose one of the following Additional Skills

en	Brawling

en	Combat

en	Melee Combat

en	Weapon

en	Brawling

en	Wrestling

en	Combat

en	Melee Combat

en	Weapon

en	Judo

en	Combat

en	Melee Combat

en	Weapon

en	Allows parrying two different attacks per turn, one with each hand.

en	Karate

en	Combat

en	Melee Combat

en	Weapon

en	Karate

en	Karate

en	250 points - You specialize in infiltration: going where you’re not supposed to be, without being noticed. Your powers are subtle and don’t have direct combat effects, though they can help you surprise a foe or avoid his attacks.