Introduction
Disclaimer

Characters
Creating Characters
Races
Skills
Abilities
Backgrounds
Gifts
Flaws

The Universe
Weapons
Equipment
Ships
Planets
Organisations

Miscellaneous
Glossary
Episode Summaries
Character Sheet
Reference Sheets
Download Rules
Links



Alien Empathy
This is an unusual ability that allows a character to offset penalties when performing interpersonal tasks with alien species.

Ambidexterity
You can use either hand equally well. Great for those times when you're wounded in an arm ...

Attractive
You're good looking - either handsome, beautiful, pretty, or whatever level you wish. (Warning the more attractive you are, the more power you have over susceptible people, true, but the more likely you are to be abducted, etc.)

Authority
This ability indicates that the character wields some sort of authority due to their position within an official organization. Examples could include a branch of the military, a corporation, or some sort of police force.
Having a low rank in such an organization is actually considered a flaw, since such a character will be considered a resource more than command them. The following table shows the basic level of ability and the corresponding military and corporate rank.
 
Level Military Rank Noble Rank Clerical Rank Corporate Rank
-2 Private Knight/Equestrian Novitiate/Supplicant Worker
-1 Private 1st Class Baronet/Senator Canon/Oblate Team Leader
0 Corporal Baron/Censor Deacon/Acolyte Manager
+1 Sergeant Earl/Consul Priest/Adept Junior Executive
+2 Lieutenant Duke/Provincial Governor Bishop/Master Executive
+3 Major/Commander Prince Archbishop Senior Executive
+4 General/Captain King/First Citizen Hierophant Junior VP
+5 Field Marshall/Admiral Emperor Pope Senior VP, CEO

To this basic level, modifiers must be applied. The GM may apply modifiers of -1, 0, +1, or +2 for each of the following categories: Resources: -1 (local police force) to +2 (interplanetary military); Autonomy: -1 (base security) to +2 (covert agent); Authority: -1 (none) to +2 (interstellar police powers).
This may have a profound impact on the campaign. This ability should fall under the GM’s scrutiny, and should not be taken without the GM’s permission. The GM may require the character to take specific bacgrounds to take this ability.

Beautiful speaking voice
+1 to NPC reactions when speaking. Also works for a singing voice if you take a Musical skill.

Bioware
The character begins the game with one of more items of bio-engineered symbiotic implants. The character may not have more implants than their endurance score.

Common Sense
When you are about to do something incredibly stupid that will harm yourself or the party, the GM will warn you.

Contacts
The character begins the game knowing - and having a degree of influence over - a person that may be in a position to help the character.
Contacts are described in three terms - level, ability and reliability.

  • Level is typically in the range from 1 to 5. Level of the contact represents how useful the contact is. This may be in terms of political influence or authority, or in terms of skills the contact can offer. When expressed in terms of influence, the contact may have rank or authority up to double the level of the contact (see Authority). For example, a brigadier general would probably be a level 4 contact. The GM may adjust the level of the contact upwards if the contact’s level does not reflect the level of the influence. Often an wily aide or clerk may wield as much power - and be more free to act - as a higher ranked official would.
  • Ability is ranked from 1 upwards and represents the skill levels of the contact.  Ability is directly related to character points used in the Five Point Fudge character design system.  For the contact to be the same level as a beginning player character, it must have 5 points.
  • Reliability describes the ease with which the contact may be inclined to do you a favour.  It's ranked from 1 to 5 and relates to the difficulty level when attempting a social skill to convince the contact.  1 being a Superb task, and 5 being Terrible or better result required.

Normally a character decides what specific contacts the character has when this perk is purchased. However, at the GM’s option, a player may choose a contact as “open.” This means that the player does not choose what exactly the contact is when generating the character, but during the game when it is more apparent what would come in handy.
If the GM allows this option, the character must pay the total of the contacts level, ability and reliability in abilities (described below) at the time the player wishes to utilize the contact. After that point, the contact is no longer “open.”
Cost of a contact is equal to (Level+Ability+Reliability)/4 rounded up.  E.g. an 4/3/3 contact would be 3 abilities.

Cyberware
The character begins the game with one of more items of cybernetic implants. The character may not have more implants than their endurance score.

Danger Sense
The GM will make a Situational roll - on a Good or better result, you'll be warned of some imminent danger.

Direction Sense
A character with this ability has a sort of “internal compass.” The instinctively know what direction they are going and can navigate without complex equipment.

Empathy with Animals
Animals trust you and domesticated ones tend to obey you. Cruelty to animals nullifies this ability.

Empathy with Sentient Beings
+1 with all social skills.

Fast Healing
Characters with this ability have the ability to rapidly recover from wounds and more easily survive severe wounds compared to other members of their race.

Favors due
Some people owe you favors, which you may collect. Each favor you collect must be approved by the GM.

Fearlessness
Characters with fearlessness have unbreakable morale and are very difficult to intimidate. The character reduces the effects of any intimidation rolls by 2 levels, and is never required to make a willpower check when performing nerve-wracking tasks. The does not mean that the character is suicidal or overconfident, just very calm in the face of danger.

Focused
You are at +1 to any lengthy task, but don't notice things outside this task, such as that brigand about to skewer you ...

Good Memory
You have an unusually good memory. The player may take notes during the game and act as if the character remembered them.

Good Reputation
You're well known as a hero, healer, leader, fighter for justice, etc.

Henchman
The character begins the game with one follower that has some degree of loyalty to the character. This is similar to Authority, but does not come with the attendant obligation to a higher authority.
A character is normally assumed to only be able to have a henchman that is equal to or below the character’s own rank.

Light Sleeper
A character with this ability is very sensitive and even alert while sleeping. A character with this ability may make perception checks to notice intruders or other unusual occurrences while sleeping.

Lucky
Once per hour (real time), you may reroll a bad dice roll, and choose the better of the two rolls.

Mental Calculator
Characters with this ability may make rapid, accurate mathematical calculations without the assistance of a calculator or computer. The character can offset time penalties for doing such calculations. The GM may allow the player to keep a calculator at the table and use it as a resource if needed, even if their character has no such access to such resources. The GM may, alternatively, simply tell the player the answer to any questions that would normally depend upon such calclations.

Never forgets a ____
Fill in the blank with name, face, or whatever the GM will allow.

Pain Tolerance
Ignore wound penalties at Hurt, and you are only at -1 at Very Hurt.

Patron
A patron is an ally, friend, employer, mentor, and/or benefactor to the character. A patron has abilities and/or resources that can prove very useful to the player.A patron is rated in terms of resources they control. Most patrons should be considered to start the campaign equivalent to an executive (see Authority); some may be much more powerful.
The patron may occasionally require the character to perform assignment to pay for benefits that the patron provides, but generally, the patron and the character should be considered to have similar or coinciding goals, which is why they enter the mutually beneficial relationship to begin with.
For each level spent on Patron, raise their rank by 1

Perfect Timing
If someone says to open the gate in five minutes, you'll do it within two seconds of that time. Also valuable in performing.

Peripheral Vision
You can see further to the sides than most people - less easily attacked from the side-rear.

Prodigy
The character is exceptionally young for a character of his or her abilities.

Quick Reflexes
Not easily surprised by any physical attack, and you adjust quickly to shifting footing.

Size Advantage
A character with this ability is larger than their racial average. Each character is assumed to have a mass rating.

Speed Reading
A character with this ability can assimilate written information much more rapidly than a normal person.

Vehicles
The character begins the game with a starship or other vehicle appropriate to their race. Starships typically cost in the tens or even hundred of millions of credits.  This ability has the advantage that the cost may be split between several characters.  The GM may wish to allow this option to allow the characters to purchase other forms of equipment. In no case should this equipment be immediately liquidatable. If you want your character to start out rich, use the wealth advantage.
Unlike other abilities, this cost may be split between party members. The split may be negotiated any way available, but the amount each character pays should be representative of the character’s stake in the ship.
A planet bound vehicle for one person is 1 ability.  A space to planet capable vehicle for one person is 2 abilities.  An interstellar vehicle for one person is 3 abilities.  The number of people a vehicle can hold is multiplied by two for each additional abilities spent.  Crichton's Farscape Module costs 2, Aeryns Prowlers costs 3, Leviathans cost 13 and a PeaceKeeper Command Carrier (30k crew) would cost 18 abilities.