en	1 - Attributes

en	Increased Basic Speed

en	Advantage

en	Attribute

en	Physical

en	Increased Dexterity

en	Advantage

en	Attribute

en	Physical

en	Increased Health

en	Advantage

en	Attribute

en	Physical

en	Increased Intelligence

en	Advantage

en	Attribute

en	Mental

en	Increased Perception

en	Advantage

en	Attribute

en	Mental

en	Physical

en	Increased Will

en	Advantage

en	Attribute

en	Mental

en	2 - Advantages

en	Base Advantages

en	Enhanced Time Sense

en	Advantage

en	Exotic

en	Mental

en	You immediately act in combat before those without Enhanced Time Sense; Never freeze

en	fast-draw

en	on all IQ rolls to wake up or to recover from surprise or mental stun

en	to your side on initiative rolls (+2 if you're the leader)

en	Combat Reflexes

en	Trained by a Master

en	Advantage

en	Mental

en	Unarmed only

en	Choose a total of 30 points in Advantages from the following:

en	Ambidexterity

en	Advantage

en	Physical

en	Catfall

en	Advantage

en	Exotic

en	Physical

en	Feather Fall

en	Parachute

en	Choose Enhanced Defenses

en	Enhanced Block

en	Advantage

en	Mental

en	Enhanced Dodge

en	Advantage

en	Mental

en	Enhanced Move (Type)

en	Advantage

en	Exotic

en	Physical

en	Multiply normal Move by 1 + level

en	Handling Bonus

en	Handling Penalty

en	Newtonian

en	Road-Bound

en	All-Out

en	Cosmic

en	Instantaneous Acceleration

en	Cosmic

en	Complete Maneuverability

en	Enhanced Parry (All parries)

en	Advantage

en	Mental

en	Enhanced Parry (Bare hands)

en	Advantage

en	Mental

en	to Parry with bare hands

en	Enhanced Parry (Melee Weapon Skill)

en	Advantage

en	Mental

en	to Parry with

en	Extra Attack

en	Advantage

en	Physical

en	Multi-Strike

en	Single Skill

en	@Skill@

en	Fit or Very Fit

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	Very Fit

en	Advantage

en	Physical

en	Recover FP at twice the normal rate; lose FP at half the normal rate (in both cases, not FP spent for spells or psi powers)

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

en	High Pain Threshold

en	Advantage

en	Physical

en	Never suffer shock penalties when injured

en	on all HT rolls to avoid knockdown and stunning

en	to resist torture

en	Higher Purpose

en	Advantage

en	Exotic

en	Mental

en	Increased Health

en	Advantage

en	Attribute

en	Physical

en	Chi

en	Longevity

en	Advantage

en	Physical

en	You fail aging rolls only on a 17 or 18, or only on an 18 if your modified HT is 17 or better

en	Perfect Balance

en	Advantage

en	Physical

en	piloting

en	acrobatics

en	climbing

en	Reawakened

en	Advantage

en	Mental

en	Supernatural

en	Signature Gear

en	Advantage

en	Social

en	For equipment normally bought with money, each point gives goods worth up to 50% of the average campaign starting wealth (but never cash).

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	Weapon Master (Speciality)

en	Advantage

en	Mental

en	One weapon

en	Two weapons

en	Small class

en	Medium class

en	Large class

en	3 - Choose a total of -25 points in Disadvantages from the following:

en	Charitable

en	Disadvantage

en	Mental

en	Make a self-control roll in any situation where you could render aid or are specifically asked for help, but should resist the urge

en	Code of Honor (Choose One)

en	Code of Honor (Chivalry)

en	Disadvantage

en	Mental

en	Protect any lady, and anyone weaker than yourself. Never break your word. Never ignore an insult to yourself, a lady, your liege-lord, or your faith; 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 (even in open war if the foe is also noble and chivalrous). Accept any challenge to arms from anyone of greater or equal rank.

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 (Pirate's)

en	Disadvantage

en	Mental

en	Always avenge an insult, regardless of the danger; your buddy’s foe is your own; never attack a fellow crewman or buddy except in a fair, open duel.

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	Code of Honor (Soldier's)

en	Disadvantage

en	Mental

en	An officer should be tough but fair, lead from the front, and look out for his men; an enlisted man should look out for his buddies and take care of his kit. Every soldier should be willing to fight and die for the honor of his unit, service, and country; follow orders; obey the “rules of war”; treat an honorable enemy with respect (a dishonorable enemy deserves a bullet); and wear the uniform with pride.

en	Code of Honor (Theatrical)

en	Disadvantage

en	Mental

en	Discipline of Faith (Choose One)

en	Disciplines of Faith (Asceticism)

en	Disadvantage

en	Mental

en	Disciplines of Faith (Monasticism)

en	Disadvantage

en	Mental

en	Disciplines of Faith (Mysticism)

en	Disadvantage

en	Mental

en	Disciplines of Faith (Ritualism)

en	Disadvantage

en	Mental

en	Pacifism (Choose One)

en	Pacifism: Cannot Harm Innocents

en	Disadvantage

en	Mental

en	You may fight – you may even start fights – but you may only use deadly force on a foe that is attempting to do you serious harm. Capture is not “serious harm” unless you are already under penalty of death or have a Code of Honor that would require suicide if captured. You never intentionally do anything that causes, or even threatens to cause, injury to the uninvolved – particularly if they are “ordinary folks.”

en	Species-Specific

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	Vow (Choose One)

en	Vow

en	Disadvantage

en	Physical

en	Minor

en	Major

en	Great

en	Vow

en	Disadvantage

en	Physical

en	Minor

en	Major

en	Great

en	Vow

en	Disadvantage

en	Physical

en	Minor

en	Major

en	Great

en	4 - Wildcard Skills:

en	Choose one of Fist!, Stick! or Sword! at DX+3 (60 Points)

en	Fist!

en	Stick!

en	Sword!

en	Choose one of Fist!, Stick! or Sword! at DX-1 (12 Points)

en	Fist!

en	Stick!

en	Sword!

en	5 - Ordinary Skills

en	Choose two of the following Skills:

en	Autohypnosis

en	Esoteric

en	Meditation

en	Body Language

en	Police

en	Social

en	Spy

en	Detect Lies

en	Psychology

en	Breath Control

en	Athletic

en	Erotic Art

en	Social

en	Acrobatics

en	Esoteric Medicine

en	Esoteric

en	Medical

en	Hidden Lore

en	Knowledge

en	Subject

en	Philosophy

en	Humanities

en	Social Sciences

en	Speciality

en	Teaching

en	Scholarly

en	Social

en	Required Skills

en	Jumping

en	Athletic

en	Meditation

en	Esoteric

en	Autohypnosis

en	Observation

en	Criminal

en	Military

en	Police

en	Spy

en	Street

en	Shadowing

en	Savoir-Faire

en	Knowledge

en	Social

en	Dojo

en	Games

en	6 - Choose two of the following Exotic Skills:

en	Blind Fighting

en	Esoteric

en	weapon master

en	trained by a master

en	Body Control

en	Esoteric

en	meditation

en	breath control

en	trained by a master

en	Flying Leap

en	Esoteric

en	weapon master

en	trained by a master

en	power blow

en	jumping

en	Immovable Stance

en	Esoteric

en	trained by a master

en	Kiai

en	Esoteric

en	weapon master

en	trained by a master

en	Power Blow

en	Esoteric

en	weapon master

en	trained by a master

en	Pressure Points

en	Esoteric

en	weapon master

en	trained by a master

en	Push

en	Esoteric

en	trained by a master

en	Throwing Art

en	Esoteric

en	weapon master

en	trained by a master

en	500 points - Years of esoteric studies have made you a master of the martial arts, and also of meditation and the control of your body’s chi. You may look too old and feeble to survive being shouted at, or you may have gained true mastery in young adulthood – but anyone who challenges you learns how competent you are. Your gifts aren’t superpowers in the usual sense, but learned abilities that anyone could master if he shared your self-discipline and years of practice.