en	Attributes

en	Increased Strength

en	Advantage

en	Attribute

en	Physical

en	No Fine Manipulators

en	Size

en	Super-Effort

en	Increased Dexterity

en	Advantage

en	Attribute

en	Physical

en	No Fine Manipulators

en	Increased Health

en	Advantage

en	Attribute

en	Physical

en	Secondary characteristics

en	Extra Hit Points

en	Advantage

en	Attribute

en	Physical

en	Size

en	No Fine Manipulators

en	Increased Basic Move

en	Advantage

en	Attribute

en	Physical

en	Advantages

en	Choose 20 points from

en	Catfall

en	Advantage

en	Exotic

en	Physical

en	Feather Fall

en	Parachute

en	Danger Sense

en	Advantage

en	Mental

en	Fearlessness

en	Advantage

en	Mental

en	Choose 1-3 levels, 2 points/level

en	Fearfulness

en	Choose either 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	+2 to all HT rolls to stay conscious, avoid death, resist disease, resist poison; 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	Hard to Kill

en	Advantage

en	Physical

en	Up to level 3 +1/level to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.). If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time. A successful Diagnosis roll reveals the truth.

en	Hard to Subdue

en	Advantage

en	Physical

en	Up to level 3 +1/level to any HT roll to avoid unconsciousness – whether as a result of injury, drugs, or ultra-tech weapons – and to resist supernatural abilities that cause unconsciousness

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	Choose either rapid healing or very rapid healing

en	Very Rapid Healing

en	Advantage

en	Physical

en	Whenever you roll to recover lost HP or to see if you can get over a crippling injury, you get +5 to your effective HT. When you roll to recover lost HP, a successful HT roll means you heal 2 HP, not 1.

en	12

en	Rapid Healing

en	Advantage

en	Physical

en	Whenever you roll to recover lost HP or to see if you can get over a crippling injury, you get +5 to your effective HT

en	10

en	Recovery

en	Advantage

en	Exotic

en	Physical

en	When determining the length of time you remain unconscious for any reason, divide all times by 60

en	Disdvantages

en	Low TL

en	Disadvantage

en	Social

en	-15 points chosen from

en	Bad Temper

en	Disadvantage

en	Mental

en	Berserk

en	Disadvantage

en	Mental

en	Make a self-control roll any time you suffer damage over 1/4 your HP in the space of one second, and whenever you witness equivalent harm to a loved one

en	Battle Rage

en	Bloodlust

en	Disadvantage

en	Mental

en	You must make a self-control roll whenever you need to accept a surrender, evade a sentry, take a prisoner, etc.

en	Bully

en	Disadvantage

en	Mental

en	from others

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	Clueless

en	Disadvantage

en	Mental

en	+4 to resist Sex Appeal

en	savoir-faire

en	from others

en	Intolerance (Non-“Warriors”)

en	Disadvantage

en	Mental

en	Scope: Common

en	Scope: Occasional

en	Scope: Rare

en	Scope: Anyone unlike you

en	from victims of your intolerance (may be as much as -5, at GM's discretion)

en	Missing Digit

en	Disadvantage

en	Physical

en	Finger

en	Gives -1 DX with that hand (only)

en	Thumb

en	Gives -5 DX with that hand (only)

en	No Sense of Humor

en	Disadvantage

en	Physical

en	from others in any situation where No Sense of Humor becomes evident

en	On the Edge

en	Disadvantage

en	Mental

en	Make a self-control roll whenever you face a life-threatening situation: piloting a burning vehicle, staring down an entire street gang while armed only with a toothbrush, etc. If you fail, you may not back down from the challenge – but you may roll again after every success roll or reaction roll relating to the situation. In combat, make a self-control roll every time you take your turn. If you fail, you must make an All-Out attack or engage in some other kind of near-insane, suicidal behavior.

en	from others if they witness your On the Edge behavior, unless it is someone who values bravery over self-preservation (GM’s decision), who will react at +2 instead

en	One Eye

en	Disadvantage

en	Physical

en	-1 to DX in combat and on any task involving hand-eye coordination, and -3 on ranged attacks (unless you Aim first) and on rolls to operate any vehicle faster than a horse and buggy.

en	No Depth Perception

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	Intolerance (Non-“Warriors”)

en	Disadvantage

en	Mental

en	Scope: Common

en	Scope: Occasional

en	Scope: Rare

en	Scope: Anyone unlike you

en	from victims of your intolerance (may be as much as -5, at GM's discretion)

en	Primary skills

en	Choose one of

en	Broadsword

en	Combat

en	Melee Combat

en	Weapon

en	Force Sword

en	Rapier

en	Saber

en	Shortsword

en	Two-Handed Sword

en	Shortsword

en	Combat

en	Melee Combat

en	Weapon

en	Broadsword

en	Force Sword

en	Jitte/Sai

en	Knife

en	Saber

en	Smallsword

en	Tonfa

en	Choose 16 points from

en	Axe/Mace

en	Combat

en	Melee Combat

en	Weapon

en	Two-Handed Axe/Mace

en	Flail

en	Bow

en	Combat

en	Ranged Combat

en	Weapon

en	Brawling

en	Combat

en	Melee Combat

en	Weapon

en	Brawling

en	Knife

en	Combat

en	Melee Combat

en	Weapon

en	Force Sword

en	Main-Gauche

en	Shortsword

en	Shield

en	Combat

en	Melee Combat

en	Weapon

en	any

en	Spear

en	Combat

en	Melee Combat

en	Weapon

en	Polearm

en	Staff

en	Two-Handed Axe/Mace

en	Combat

en	Melee Combat

en	Weapon

en	Axe/Mace

en	Polearm

en	Two-Handed Flail

en	Tactics

en	Military

en	Police

en	Strategy

en	Secondary skills

en	4 points chosen from

en	Area Knowledge

en	Everyman

en	Knowledge

en	Venus

en	Geography

en	Fast-Draw

en	Combat

en	Melee Combat

en	Weapon

en	any

en	Knife

en	Combat

en	Melee Combat

en	Weapon

en	Force Sword

en	Main-Gauche

en	Shortsword

en	Shield

en	Combat

en	Melee Combat

en	Weapon

en	any

en	Shield

en	Force

en	Survival

en	Exploration

en	Outdoor

en	any

en	Naturalist

en	Survival

en	Bank

en	Survival

en	Deep Ocean Vent

en	Survival

en	Fresh-Water Lake

en	Survival

en	Open Ocean

en	Survival

en	Reef

en	Survival

en	River/Stream

en	Survival

en	Tropical Lagoon

en	Tracking

en	Exploration

en	Outdoor

en	Naturalist

en	Background skills

en	Choose 2 points from

en	Swimming

en	Athletic

en	Exploration

en	Outdoor

en	Throwing

en	Athletic

en	Combat

en	Ranged Combat

en	Weapon

en	Dropping

en	Armoury

en	Maintenance

en	Military

en	Repair

en	Tech level 4

en	Climbing

en	Athletic

en	Criminal

en	Exploration

en	Outdoor

en	Street

en	Fishing

en	Exploration

en	Outdoor

en	Intimidation

en	Criminal

en	Police

en	Social

en	Street

en	Acting