Advantages & Disadvantages Additions

"I recommend that the GM pay attention to the selections players make, since this system has the potential for some abuse. One of my players created a beginning Twi'Lek with Con of 8D+1 who was routinely convincing Imperial Moffs to lend out Star Destroyers for weekend excursions."

Many of the Disadvantages have nothing written in the effect column. Some affect players' role-playing decisions (say, Vengeful), while others affect the difficulty number I assign to an action (a Lecherous PC trying to seduce someone). Don't force the Disads down PC's throats. Avoid this situation: GM: "Oops, I'm sorry, Bob, your character has a Phobia of heights; you can't go out on the ledge." Bob: "But Roark will die if I don't!" GM: "...sorry." Roark: "Aaaaaaahhhh!" Also don't let players think that a disad precludes certain actions either. Facing one's fears can be appropriately heroic.

Here's a somewhat extreme example from my campaign. Outlaw/biologist Beowulf Thrustspeare always leaves a single lobster claw (Ego Signature) behind at the scene of his attacks on Imperial bases. One adventure his player just plain forgot to do this. We talked about it and decided that because of this omission, the Traumatic Flashbacks of the death of family would worsen and he would have to drive himself even harder next adventure to make up for his failure. This single minded drive led to some rash decisions and the rather senseless death of his character.


During character creation, players may choose up to four points of advantages which MUST be balanced by an equal number disadvantages. If a player wishes she may choose to take more disadvantages than advantages without exceeding the maximum of four points of disadvantages. For every extra point of disadvantages a player has, she may take an extra 1D of skill dice in addition to the standard 7D. Standard limitations for the use of this die still apply (i.e. no more than 2D in any single skill).

Many advantages and disadvantages affect certain skill or attribute rolls. Many have a 1D bonus or penalty. For others, the bonus/penalty is determined by the number of points taken in the ad/disad. Generally, one point equals one pip of the die. For a few others, subtract 1 from the number of points before determining the bonus. The bonus/penalty for each ad/disad is noted in the effect column.

The cost in skill (or character) points to increase a skill which is affected by an advantage or a disadvantage is determined according to the net total of the dice. For example, Wedge has MEC 4D, Spatial Awareness 3 (+1D bonus to MEC skills), and 2D of skill adds in Piloting for grand total of 7D; in order to increase the skill to 7D+1, he must pay 7 skill points. Likewise, Han with the Bad Liar disad and PER 3D has Con 2D. He must spend only 2 skill points to increase that skill. However, when an ad or disad affects an attribute it does NOT raise all the skills derived from the attribute. For example, Logan has the Acute Smell advantage; PER rolls involving smell have a +1D bonus, but this bonus does not extend to other PER skills or the PER attribute in general.

Disadvantages may be bought off at the cost of 15 skill points per point of disadvantage. Without GM approval, Advantages are not for sale." -Mark Hudson
 
 

Click here for the Advantages Table...
Click here for the Disadvantages Table...

 ADVANTAGES

Name

Points

Effect

Acute Ability 1,2,3 +1/Point charm skills
Acute Hearing 2 +1D PER, Search/Conceal, Sneak
Acute Smell 1 +1D PER
Acute Taste 1 +1D PER
Acute Touch 2 +1D PER, Pickpocket, Sleight of Hand, Lockpick
Acute Vision 2 +1D PER; +5 long range shots,+1D Search
Ambidexterity 2 *no off hand penalty*
Animal Friendship 1 +1D Animal Handling, Beast Riding
Artistic Ability 1 +1D Forgery
Athletic Ability 1,2,3 +1/Point STR skills (but NOT vs. damage)
Attractive Appearance  1,2,3 +1/Point Bargain, Con, Command, Seduction
Bilingual Background 2 +1D Alien Races, Cultures, Languages
Blandness 1 +1D Con, Stealth
Budding Force powers 3 the character gets 1D in Sense, and can choose one Force skill which uses Sense only. The character must be Force Sensitive. 
Computer Aptitude 1,2,3 +1/Point Comp/Droid Prog. & Repair, Security Systems
Contacts 1,2,3 +1/Point Culture, Streetwise; contact owes character favors (1/Point)
Demolitions aptitude 1,2,3 +1D when fiddling with explosives or detecting them.
Dual Identity 2 two sets of complete identification
Education 2,3,4 +1/(Point-1) KNO OR TEC skills
Eye-hand Coordination 2,3,4 +1/(Point-1) Weapon skills,Lockpick,Pickpocket,Zero-G, Starship Piloting,Gunnery and Vehicle Operation 
Fast 2 the character has a +1D bonus when determining initiative, or will automatically declare last and go first (if no Initiative system is used). 
Fearlessness 2 +1D Command, Con, Bargain, Seduction
Internal Compass 1 Easy PER roll to find direction
Language Ability 1 +1D Languages
Light Sleeper 2 roll Combat Surprise while sleeping
Martial Prowess 3 the character has a +1D bonus when using Brawling, or the Martial Arts skill. 
Mechanical Aptitude 1,2,3 +1/Point Mechanical skills
Natural Lie Detector 1,2,3 +1/Point Bargain, Con, Gambling
Natural Resistance:Cold 2 +1D STR, Stamina to Cold
Nat. Res.: Disease 2 +1D STR, Stamina to Disease
Nat. Res.: Electricity 2 +1D STR, Stamina to Electricity
Nat. Res.: Poison/Drugs  3 +1D STR, Stamina to Poison & Drugs
Nat. Res.: Radiation 2 +1D STR, Stamina to Radiation
Night Vision 2 no minus for partial dark, +1D Sneak
Obscure Knowledge 1 +1D in area
Observation  1,2,3 +1/Point PER skills
Photographic Memory 3 +7 on recall rolls
Presence 1,2,3 +1/Point Bargain,Command,Con,Bureaucracy,Seduction
Spatial Awareness 1,2,3 +1/Point MEC skills
6th Sense 1,2,3 +1/Point in PER,Search/Conceal,Stealth,Surprise
Springy 2 the character has a +1D bonus when using the skill Jumping, or full dodging.
Subculture & Jargon 1 +1D Streetwise, Cultures, Bureaucracy in chosen area of expertise
Technical Aptitude 1,2,3 +1/Point repair skills
Trivias Buff 2 the character has a +1D bonus on all rolls regarding a specific area - info on Jedi knights, Starfighters, and so on. 
Toughness 1,2,3 +1/Point on STR rolls vs. Damage
Twisted mind 2 the character has a +1D bonus when dealing with complex bureaucratic tasks or other very intricate tasks (GM's discretion). 
Wealth 2,3,4 2: 10,000 creds; 3: 25,000; 4: 50,000
Well-Known 2 the character has a +1D bonus on reactions (cons, persuade attempts and so on) within a specific area (The New Order, The New Republic, a specific sector, and so on)  can be bad too.

 

DISADVANTAGES

Name

Points

Effect

Addiction 1,3 1: common cigs, coffee; 3: addictive drugs or spice (include penalties for withdrawl
Asthma 1 Must have inhaler
Allergies 1,3 -1D STR for resistance to chosen allergen
Bad Liar 2 -1D Bargain,Command,Con,Gambling
Clumsiness 1,2,3 -1/Point DEX skills
Color Blind 1 -1D Stealth, Search/Conceal
Cowardice 3 -1D Bargain,Command,Con,Seduction
Curiosity 2 ?
Deep Sleeper 2 will sleep well into an attack at night
Dependant 1,2,3 Your dear old Aunt Beru who needs looking after
Debt 1,2,3 1-10,000credits, 2-25,000cr, 3-50,000cr
Easily Intoxicated 1 -1D to Stamina when drinking
Ego Signature 2 ?
Gambling 2 ?
Greed 3 ?
Hatred of Authority 2 ?
Hearing Impairment 1,3 -1/Point PER, Stealth
Hunted 2,3,4 The higher the points, the better the resources of the hunter!
ID Trouble 3 Character starts with no ID, and will have trouble with ID checks more often than not
Illiterate 2 -1D KNOW skills
Imperial Record 1 PC is wanted (but not necessarily hunted) for a minor offense
Lost Dependants 3 ?
Mood Swings 2 Requires medication, chemical imbalance
Moral Qualms 2 Code against killing, that sort of thing
Night Blindness 2 -1D to vision intensive skills at night
Overweight 1,2,3 -1/ Point STR skills
Paranoia 1,3 Nuff said!
Phobias 1,3 Pick one
Psychological Limitation 1,2,3 catch all category
Religion 2 involved in some bizarre religion, family ties possible (cult)
Shortwinded 1,2,3 -1/Point STR damage rolls
Suscept. to Disease 2 -1D STR resistance to diseases
Traumatic Flashbacks 2,3 Can be due to and occur during battle stress; occurance can be determined by random die roll
Unattractive Appearance 1,2,3 -1/Point Bargain,Command,Con,Seduction
Turets Syndrome 2 -1D Bargain, Command, Con
Unmistakable Features 1 scars and birthmarks (primarily things which are too large to remove or removal forbidden by a religion (tattoo)
Vision Impairment 1,2,4 1: requires corrective lenses; 2: partial blindness, -1D ranged weapons & Search; 4: Total or Near-Total Blindness, no or virtually worthless vision skills