An "advantage" is a useful trait that gives you a mental, physical, or social "edge" over someone else who otherwise has the same abilities as you. Players may spend up to 20 points on advantages and buy up to 10 points in disadvantages at creation.
You have an excelent sense of direction, you always know which way to the galactic center. Plus can easily find your way back to anywhere you have been to in the last month.
| Rank | Cost | Description |
| R1 | 2 | This grants a plus 1 to space piloting checks, and a +2 to astronavigation. |
Your character has some measure of power over people in this region. See also Law Enforcement for Legal Authority.
| Rank | Cost | Description |
| R1 | 1 | Low rank with limited power or inability to call on it often. |
| R2 | 2 | You have more influence possibly commanding a small number of troops or are in charge of a small company/town. |
| R3 | 3 | You have a great deal of power, you may be the head of a large company or someone whose authority is never questioned. |
You have multipule, seemingly legal identities. Each rank in this advantage allows your fingerprints / biometrics and other forms of ID to be registered with a deferant name. You also have an extra set of identifing documents for each Identity, they even have valid credit and bank accounts (you must however supply the money for them.)
This is a criminal act in most parts of the galaxy. If it is discovered there could be fines, jail sentence or other repracutions.
| Rank | Cost | Description |
| R1 | 3 | You have 1 extra Identity. |
| R2 | 5 | You have 2 extra Identities. |
| R3 | 6 | You have 3 extra Identities. |
| R4 | 7 | You have 5 extra Identities. |
You can fight or otherwise act equally well with either hand without penilty.
| Rank | Cost | Description |
| R1 | 1 | You can use both hands equally well. |
| R2 | 2 | If you have 4 hands you can use all 4 equally. |
The character "knows somebody" or a group of somebodies that will generally help the PC out, if the PC makes an appeal to them. Contacts will generally help for only a short amount of time then leave again.
| Rank | Cost | Description |
| R1 | 1 | A Small group, a single more powerful contact. Generally has limited power |
| R2 | 2 | A larger Group, or powerful Small Group. Contact is more influential, easier to get ahold of, or willing to do more. |
| R3 | 3 | This group is large and far reaching in scope, this kind of contact might be the dockworkers guild on a number of planets accross this sector of space. |
| R4 | 4 | A force that watches over the PC and pops up to save there but on occation, while not as directly usefull as some of the other contacts it will have a greater more dynamic effect when it comes into play. |
You can't always depend on it, but sometimes you get this gut feeling, and you know something is wrong. Maybe its the force, maybe its not.
| Rank | Cost | Description |
| R1 | 3 | The GM will make a sectret test during times that you might be ambushed, impediate disaster, or simular hazards. |
Fortune seems to smile on you when you take risks! Any time you take an unneccessary risk (in the GMs opinion), you get a +1 to all skill rolls. Furthermore you may reroll any critical failures that occur doing such high-risk acts.
Example: a gang of thugs opens fire on you in a space port. If you crouch down behind a create and return fire from cover, you get no bonuses. If you leap over the create and charge you get the bonuses. (Good luck with this...)
| Rank | Cost | Description |
| R1 | 3 | +1 Bonus when doing stupid things. |
The PC has access to an unusual, rare, or exotic item that he would normally not have access to. These are normally uniuqe hard to find items not simply extra gear (see wealth to get more money, or starship owner for starships.)
| Rank | Cost | Description |
| R1 | 1 | Hard to come buy items and gear amounting to about 1,000 credits, corporate items |
| R2 | 2 | 4,000 credit items, Items of a military nature |
| R3 | 3 | 10,000 credits or less. Items normally unavailable to just about anyone |
| R4 | 4 | Really bizare equipment, Lightsaber / Mandallorian Bounty Hunter Armor would fall into this class. |
The PC is really well know.
| Rank | Cost | Description |
| R1 | 1 | A planet knows and will recognize the PC on a Moderate Awareness Check |
| R2 | 2 | A system knows and will recognize the PC on a Easy Awareness Check, a minor holo-vid actor or local sports star |
| R3 | 3 | A sector knows and will recognize the PC on a Very Easy Awareness Check, a holo-vid star or famous politician or top ranked sports star |
You are less likly to be affected by the Force. Any force effect targeting you directly is harder + or - as needed based on your level when someone uses the Force Against you.
You may not also combine Force Resistance with Midi-clhorians.
| Rank | Cost | Description |
| R1 | 2 | Force Powers are + or - 3 points harder to target you. |
| R2 | 4 | Force Powers are + or - 7 points harder to target you. |
| R3 | 6 | Force Powers are + or - 11 points harder to target you. |
| R4 | 8 | Force Powers are + or - 15 points harder to target you. |
You have experience working in multipule gravitational fields other than your native one, and your reflexes adapt quickly to the way physics change in these enviroments. You suffer half the penalties for a different gravity and or get half again in bonuses from the gravity enviroment.
Gravity in Star Wars is defind as: Zero-G, Low, Normal, or High
| Rank | Cost | Description |
| R1 | 1 | You can work in 1 other gravity enviroment with out issue. |
| R2 | 2 | You can work in any enviroment with out issue. |
The PC can take damage better than most.
| Rank | Cost | Description |
| R1 | 1 | Hardy: You act like you have +1 armor vs physical/energy at all times. |
| R2 | 2 | Brick Shithouse: As Rank 1 with +3 Body Points over your Strength: Stamina. |
Some extraordinary training or physiological trait allows the character a +1 per Rank to all rolled totals related to the targeted attribute.
| Rank | Cost | Description |
| R1 | 2 | +1 pip to an Attribute, This can not raise you over racial maximums |
| R2 | 4 | +2 pip to an Attribute, This can not raise you over racial maximums |
| R3 | 7 | +1D to an Attribute, This can raise you above normal for your race by +1 pips |
| R4 | 10 | +1D+1 to an Attribute, This can raise you above normal for your race by +2 pips |
The PC is very resiliant to mental persuassion / interigation.
| Rank | Cost | Description |
| R1 | 2 | Set in your Ways: You act like you have +1D to all Willpower rolls. Difficulties targeting you will increase by +2 |
Your character has some measure of legal power based on deputizated agent of the law.
| Rank | Cost | Description |
| R1 | 1 | Bounty Hunteds / Private Investigators have the ability to trck down targets and carry weapons. |
| R2 | 2 | PC is a planetary law enforcment officer and can make full arrests and reasonable search and seizures. |
| R3 | 3 | PC is a sector wide law enforcment officer and can make full arrests and reasonable search and seizures. |
You have a knack for math and can do it in your head.
| Rank | Cost | Description |
| R1 | 2 | You the Player can use a calculator at any time even when fleeing for your life. You have Knowledge: Math [Adv] at 1d |
| R2 | 5 | As above, but your faster than a calculator. You can plot Astronavigational calculations without a computer, when using a computer to calculate Astronavigation coordinates you get a +1d to your roll. |
You have a knack for languages. Any points spent on Knowledge Languages are doubled.
| Rank | Cost | Description |
| R1 | 1 | Points spent on language skill are doubled. |
| R2 | 2 | At creation you start with a second language at 5d (full Native Level). |
| R3 | 3 | At creation you start with a third language at 5d (full Native Level). |
| R4 | 4 | At creation you start with a fourth language at 5d (full Native Level). |
You are blessed with good luck. Once per adventure per rank you may do one of the following:
| Rank | Cost | Description |
| R1 | 2 | 1 luck point allowing you to do one of the following (action/alertness/haste) once per adventure. |
| R2 | 4 | 2 luck points allowing you to do two of the following (action/alertness/haste) or (opponent fails/second chance) once per adventure. |
Your PC has a natural talent for disguise.
| Rank | Cost | Description |
| R1 | 3 | +5 to con roll to disguise yourself, and +1d to all con, intimidation, persuasion actions while in that disguise. |
| R2 | 6 | +10 to con roll to disguise yourself, and +2d to all con, intimidation, persuasion actions while in that disguise. |
| R3 | 9 | +15 to con roll to disguise yourself, and +3d to all con, intimidation, persuasion actions while in that disguise. |
You can control normally involuntary biological functions such as pulse, blood flow, digestion, and respiration. Each rank in Metabolism Control grants the PC a +1 to rolls that would benifit from such control.
This includes Willpower rolls when mortally wounded, even if your incapacitated. This also adds to your willpower when calculating how negative you can go without issues.
| Rank | Cost | Description |
| R1 | 1 | +1 to the roll |
| R2 | 2 | +2 to the roll |
| R3 | 3 | +3 to the roll |
| R4 | 5 | +4 to the roll. You can also ignore 1 penalty dice due to wound levels. ie wounded = 0d, Severly Wounded = 1d. |
You have a shield that warns off and deflects Force Mind Powers. Add your Mid Shild to Willpower when resisting Force based mental powers.
| Rank | Cost | Description |
| R1 | 1 | +1d to the roll |
| R2 | 2 | +1d+2 to the roll |
| R3 | 3 | +2d+1 to the roll |
| R4 | 4 | +3d to the roll |
Midi-chlorian's are chemical compounds found within every living cell that forms the basis between the connection life and the Force. Without midichlorians, life would be impossible. A person's midi-chlorian count influences their ability to use The Force, the amount of midichlorians in a life from represents it's ability to understand, comprehend, and manipulate the Force. Buy purchasing this advantage you have a higher then normal count of midi-chlorians.
A least one rank of midi-chlorian is required if a PC is ever to learn to use the force in there adventuring carrer.
| Rank | Cost | Discription |
| R1 | 2 | Character Possessies Mitaclorians needed to be a Jedi (The user is Force Sensitive and has the ability to learn from a Jedi Should he find one.) |
| R2 | 4 | Character Possessies Mitaclorians needed to be a Jedi (The user is Force Sensitive and is +1 FP) |
| R3 | 6 | Grants the user (Control or Sense) Force Trait and 1 Force Power |
| R4 | 8 | Grants the user the Alter Force Trait and 1 Force Power |
| R5 | 10 | Grants the user (Control and Sense) Force Traits and 2 Force Powers |
| R6 | 12 | Grants the user (Control or Sense) and (Alter) Force Traits and 2 Force Powers |
| R7 | 14 | Grants the user all Three Force Traits and 3 Force Powers |
| R8 | 16 | Grants the user all Three Force Traits and 4 Force Powers |
| R9 | 18 | Grants the user all Three Force Traits and 5 Force Powers |
Your PC is backed by a patrion. This could be a museum, university, news agency, or megacorporation.
| Rank | Cost | Description |
| R1 | 1 | Will back a single expedition with all proceeds going to the patron. All costs are paid for with the understanding that the PC is a worker for higher. Anything you find becomes theres. |
| R2 | 2 | Will expect less back from the PC, but also cover less expenses. A news agency looking for hot stories as an example. They will cover some of the day to day expensis and travel fees, stuff found by the PC remains the PCs. |
| R3 | 3 | Will give the PC a limited stipend and then offer to buy back things the PC finds. Without constant results you will likly be cut off. |
You receive glimpses of future events. You cannot control the content of the flashes, only that at some unforseen point in the future this event may come true. This flash will only contain information your future self would have been able to recieve normally. Note nothing about the future is certain however, although something normally related to your events happens.
Deliberate attempts to control this skill requires 10 minutes of concentration a Force Point and a Knowledge Willpower difficult roll. You may not combine Precognition with Force Resistance.
| Rank | Cost | Description |
| R1 | 4 | You can not see your own death. Any event that might lead to your death would not be seen by you. |
| R2 | 6 | This also includes Danger Sense |
The PC has an uncanny ability to learn new skills and improve old ones. Limited to one attribute. He always learns new skills as if he had a teach even if he doesn't (i.e. training time is 1 day per "D" not 2 days.) Learning a new skill under that attribute cost half normal cost (i.e. [skill cost +3] / 2). A PC can buy this more than once for more than one attribute.
| Rank | Cost | Description |
| R1 | 3 | Learn skills in half time, gain new skills easier at half cost. This is for 1 attribute (Dexterity/Knowledge/Mechanical/Perception/Strrenght/Technical). |
| R2 | 7 | As above but it can be on a Extranormal Stat such as (Control/Sense/Alter) |
You recover from damage very quickly.
| Rank | Cost | Description |
| R1 | 1 | When rolling to recover from wounds you add +1d to the roll. |
| R2 | 3 | As Rank 1, but you heal half again as many Body Points. So if you would normally get 1BP you get 2BP, if you would have gotten 2BP you get 3BP. |
A government agency or corporation trusts you with access to sensitive information that would otherwise be "off limits" to someone of your Status. (i.e. a General "cleared" for military secrits commensurate to his security level would not need this advantage. A civilian with the same knowledge would.)
| Rank | Cost | Description |
| R1 | 1 | You have "need to know" access to narrow range of secrets. |
| R2 | 2 | You have free access to a narrow range of secrets, or have "need to know" access to a broad range of secrets. |
| R3 | 3 | You have free access to a broad range of secrets. |
You have a knack for being in the right place at the right time. Each rank of this trait entitles you to one fortuitous but plausiblecoincidence per game session. You are free to suggest serendipitous occurrence to the GM, but details are up to the GM.
| Rank | Cost | Description |
| R1 | 3 | 1 event |
| R2 | 6 | 2 events |
| R3 | 9 | 3 events |
You are much larger than normal for your race. You stand a head taller than most. You weight is generally the same unless you take Hardiness.
| Rank | Cost | Description |
| R1 | 1 | +3 or -3 as approprate. |
You are much smaller than normal for your race. You are the size of a small child. You weight is generally the same unless you take Hindrance: Reduced Toughness.
| Rank | Cost | Description |
| R1 | 1 | Size of a Small Child +3 or -3 as approprate. |
Skill Bonus represents a natural talent ( a PC with the Charismatic group might be "frendly and outgoing"), a particular knack (a PC with the Ranged Combat group has a "keen eye"), years of devotion to a profession prior ro beginning adventuring.
The PC chooses a group of three skills in which he gains a +1 to all skill totals to actions preformed with those skills or specilizations. The PC is not required to have any points in the related skills to use this, they are considered trained in the skill even if no points are placed in them.
All groupings are subject to GM approval, and no PC may have this more than 2 times. Some Examples include:
| Rank | Cost | Description |
| R1 | 2 | +1 to a grouping of three related skills. |
The character can select 1 skill that is unaffected by any other sort of Advantage or Special Ability. That character will always roll a minimum of 3 times the number before the "D", even if rolling a failure. (i.e. The player picks Astrogation which the player knows at 4d+1. The minimum she could roll is 12, any roll of less than 12 becomes a 12.) No PC may have this more than 2 times.
| Rank | Cost | Description |
| R1 | 3 | Minimum roll every time on one skill. |
You are a member of a class, race, sex, or group that your society holds in high regard. To be an advantage this must be obvious to everyone that mets you. This is the opposite of Social Stigma.
People will react to you as per the Social Regard: Feared (Others will react to you as if you made a successful intimidation check, bounty hunter). Respected (You recieve polite and obsequious deference, much as if you had a high status. Sector Patrol Officer) Venerated (Total strangers will give up there seat to you in a caring way. Elderly)
| Rank | Cost | Description |
| R1 | 1 | +1 Reaction in social roles |
| R2 | 2 | +2 Reaction in social roles |
| R3 | 3 | +3 Reaction in social roles |
| R4 | 4 | +4 Reaction in social roles |
The galaxy is a big place, and it helps to have a ship to get around in. Ships are large, hard to sell, expensive to maintain, risky to operate, and subject to strict regulations. This advantage allows a PC to start the game with a starship of his or her own.
PCs are allowed to pool thier investments in Starship Owner. If they still can not afford the full cost of the ship, they can borrow the rest (see debt). Starting points in Starship represent the existing equity. If a PC is not able to find a ship in there budget they will need to pay off this debit, and put more points into Starship Owner later as they pay off the ship.
While ship values vary, the age and condition of a starship will raise and lower the price of your craft. As a general rule of thumb each rank in Starship Owner relates to 20k in equity. You could buy a single rank in Starship Owner and Rank 3 Debit to get a junked outdated friegther from a crime lord, just don't miss your payments.
| Rank | Cost | Description |
| R1 | 2 | Junk Frieghter, Outdated Starship |
| R2 | 4 | Short Range Scout, Outdated Frieghter, Low End Starship |
| R3 | 6 | Medium Range Scout, Low End Frieghter, Used Starship, Junked Short Range Fighter |
| R4 | 8 | Long Range Scout, Used Frieghter, New Starship, Junked Fighter |
| R5 | 10 | Extreme Range Scout, Light Frieghter, High End Starship, Outdated Fighter |
| R6 | 12 | Medium Frieghter, Luxury Starship, Low End Fighter |
| R7 | 14 | Heavy Frieghter, Used Fighter |
| R8 | 16 | Cargo Hauler, Light Fighter |
| R9 | 18 | Cargo Hauler, Light Fighter |
Status is a measure of social standing. Status ranges from -3 Murder to +9 the Emperor. Status is not the same as personal populartiy (see Fame/Infamy), or popularity of your racial or ethnic group (see social regard/stigma). Status normally will cost money to maintain.
| Rank | Cost | Description |
| R0 | 0 | Normal Joe Nobody, this is your default level uless you spend points on it. |
| R1 | 1 | +1 Reaction in social roles (Known to your City / Colony) |
| R2 | 2 | +2 Reaction in social roles (Known to your Planet) |
| R3 | 3 | +3 Reaction in social roles (Known to your Star System) |
| R4 | 4 | +4 Reaction in social roles (Known to your Sector) |
| R5 | 6 | +5 Reaction in social roles (Known to your Reigion of Space, not including the Core) |
| R6 | 9 | +6 Reaction in social roles (Known to your Reigion of Space, including the Core) |
| R7 | 12 | +7 Reaction in social roles (Known to your Reigion of Space and the Core) |
| R8 | 16 | +8 Reaction in social roles (Known to 2 or 3 Reigions of Space) |
| R9 | 21 | +9 Reaction in social roles (Known to the Galaxy) |
Requires a Player also purchase: [Adv] Midi-chlorians.
Midi-chlorians are required to use the force, but not everyone has the same "Strength" with the force. A player can be "Weak" in the force and still be a jedi. But some people are stronger than most Jedi, the force is just easier for them.
| Rank | Cost | Description |
| R0 | 0 | Normal Jedi, this is your default level uless you spend points on it. |
| R1 | 2 | Above Average: +1 to force skills when using the Force. |
| R2 | 5 | Strong: +2 to force skills when using the Force. |
| R3 | 9 | Very: +3 to force skills when using the Force. |
| R4 | 14 | Extreme: +4 to force skills when using the Force. |
| R5 | 20 | Legendary: +5 to force skills when using the Force. Power Point Cost is -1 (Min 1) |
| R6 | 27 | Chosen One?: +6 to force skills when using the Force. Power Point Cost is -2 (Min 1) |
You have a distinctive, valuable possession unrealted to your wealth level. This gear is as much a part of your personal ledgend as are your reputation and skills. You must explain where it comes from.
| Rank | Cost | Description |
| R1 | 1 | Item of value of about 1,000 credits |
| R2 | 2 | Item of value of about 3,000 credits |
| R3 | 3 | Item of value of about 7,000 credits |
| R4 | 4 | Item of value of about 15,000 credits |
This Advantage works a lot like a combination of a Specialization with Fame. The PC excels in at one very specific thing and is known for it. Choose any specialization that the PC has and the PC gains +2D to the roll. You may only have 1 Trademark Specialization.
| Rank | Cost | Description |
| R1 | 3 | +2D to the use of 1 Specilization |
Wealth is the amount of money a PC has access to at the start of the game it represents what you earn in a month doing your normal work. Wealthy an above are likly to have estates or a series of investments that will keep him comfortable for a good long time. It could also mean the PC is married has a trust fund or owns a company. The PC is still subject to item availability.
Your accounts will never have more than the amount below each month as fees and living expenses will keep the accounts to this amount, and it could be less towards the end of the month.
| Rank | Cost | Description |
| R0 | 0 | Average 1,000 credits in items/equipment |
| R1 | 2 | Comfortable: 2,000 credits in items/equipment |
| R2 | 4 | Wealthy: 5,000 credits in items/equipment |
| R3 | 6 | Very Wealthy: 40,000 credits in items/equipment |
| R4 | 20 | Filhty Rich: 200,000 credits in items/equipment |
Once per adventure per Rank you can attept to use a skill in which you have no training without knowing how. The skill is rolled against its attribute, however you do not incur the normal increassed penalties for not knowing how to use the skill.
| Rank | Cost | Description |
| R1 | 4 | 1 Skill roll per game sesion without penalties |
| R2 | 8 | 2 Skill rolls per game sesion without penalties |
| R3 | 12 | 3 Skill rolls per game sesion without penalties |
| R4 | 16 | 4 Skill rolls per game sesion without penalties |
You do not offically exist. Even the highest authorities in the land no nothing about you. You do not appear in public records or databases, they contain no evidence of your existance. You will need a reason for this in your background. You must deal strictly in cash or password / keyed accounts that can not be trased back to an owner.
If the authorities investigate you this will set off red flags as they try to find records of your existance. If they cant find you they will give up and assume an error. If they do catch you expect to be interrogated, mind probed, or worse. After all you dont exist, and a non-person has no rights.
| Rank | Cost | Description |
| R1 | 2 | You do not exist an any database. |