- 3D Spatial Sense [10]
Automatically know which way is north, and can retrace your path. Gives +1 to Piloting, +2 to Aerobatics, and +3 to Body Sense and Navigation.
- Accelerated Learning 2 [40]
All time spent learning counts for twice as much time.
- Ambidexterity [5]
Removes off-handedness penalties.
- Appearance (Transcendent; Universal, +25%) [25]
Gives +5 to reaction rolls where the other person can see you.
- Augmented Reality [50]
User-interface elements can provide up to +5 on various rolls.
- Botte Segrete (Rapier) [20]
A blindingly fast strike that costs 1 FP to make, and any critical failure means you drop your weapon in addition to other effects. The enemy has -5 to all active defense rolls against it. For 2 FP, this can affect power-based defenses too, as you strike faster than thought or magic. You can use it with multiple attacks, but the FP cost is also multiplied.
- Catfall [10]
Take less damage from a fall, so long as your limbs are unbound and your body is free to move around.
- Combat Reflexes [15]
You get +1 to all defense rolls and to Fast-Draw skill, and +2 to Fright Checks and SP loss from fear, as well as being immune to freezing due to surprise. You get +6 on all IQ rolls to wake up, or to recover from surprise or mental stun. Your side gets +1 on initiative rolls to avoid surprise attack, +2 if you are the leader.
- Common Sense (Conscious, +50%) [15]
Any time you're about to do something silly, I make an IQ roll, and if it succeeds, I warn you about it. You can also ask me what would be smart to do, and I'll roll.
- Coup de Jarnac (Rapier) [15]
Your strike is so skillful that the DR the enemy receives from armor is halved. This does not affect natural DR or supernatural defenses.
- Double-Jointed [15]
Gain +5 on Climbing, Erotic Art, and Escape rolls, and on attempts to break free in close combat. You may ignore up to -5 in penalties for working in close quarters.
- Enhanced Parry 2 (Edged Rapier) [10]
Your parries with an Edged Rapier receive a +2.
- Great Void [10]
When retreating, you may step an extra yard away from your foe.
- Interdiction (Rapier) [5]
You can make an attack of opportunity with your sword if someone tries to charge past you in combat. Roll against Parry, success deals damage at -2.
- Intuitive Mathematician [5]
You can perform complicated mathematics without any need for a calculator -- indeed, you're better than most calculators.
- Master at Disarms (Rapier) [10]
You get +5 to skill when you attack an enemy's weapon, offsetting the various penalties to hit for this task. If you hit and your foe fails to defend, then you receive that +5 in the ensuing Quick Contest if you're trying to disarm them, or +2 to effective ST if you're trying to break their weapon.
- Not Without My Weapon (Rapier) [10]
You get +5 on all rolls ro resist being disarmed. You can recover a dropped weapon with a single ready maneuver and a Fast-Draw (Sword) roll, at +1 if you crouch and pick it up, or -1 if you remain standing and flip the sword into your hand using a foot. Failure means a wasted turn.
- Perfect Balance [15]
Automatically keep your footing, no matter how narrow the walking surface, under normal conditions. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your footing. In combat, +4 to DX and DX-based skill rolls to stay standing. Also gain +1 to Acrobatics, Aerobatics, Climbing, and Piloting.
- Perfect Recovery [10]
You always roll against full Acrobatics skill to stand up as a single Change Posture maneuver, regardless of encumbrance.
- Photographic Memory [10]
Automatically remember the details of everything you concentrate on, and the general sense of everything else. Whenever an IQ roll is required to memorize something, you have a +10 and may automatically succeed.
- Run and Hit (Rapier) [10]
You can make a full-skill attack with a Move and Attack, instead of being at -4 and having your skill capped at 9. If your previous action was Move, you're now sprinting and get +2 to ST when you work out the damage for the attacl. You're still at -2 for every other DX-based roll you make that turn, and when you defend you can neither parry nor retreat.
- Single-Minded [5]
You get +3 to rolls for most long mental tasks where intense focus can help. While so engaged, roll vs WL to avoid shutting everything else out and gaining -5 to all rolls to notice interruptions.
- Terrain Adaptation (Active, +300%) [20]
You do not suffer DX or Move penalties for unstable terrain or footwear.
- Versatile [5]
You get +1 on any task that requires creativity or invention, including most rolls against Artist, and all Engineering rolls for new inventions.
- Very Fit [15]
You get +2 to all HT rolls to stay conscious, avoid death, resist disease or poison, etc. You also lose FP at half normal rate, and regain it at twice normal rate -- this does not apply to FP spent to fuel abilities.
- Very Grounded [15]
Your penalties from low SP are reduced by 2. You also lose SP at half normal rate, recover SP at twice normal rate, and when you roll to recover from LSP loss a successful roll recovers two points instead of one.
- Very Rapid Healing [15]
You get +5 to HT rolls to recover lost HP or recover from a crippling injury, and when you succeed on HT rolls to recover HP, you recover two HP instead of one.
- Voice [10]
You have the voice of an angel. Gain +2 to Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing, as well as any reaction roll made against someone who can hear your voice.
- Weapon Master (Edged Rapier) [20]
You gain +2 damage per die with your weapon, suffer half the usual penalties to make a Rapid Strike or to parry more than once per turn. You can also learn certain cinematic skills for use with your weapon.