ADVANTAGES AND DISADVANTAGES

Advantages and disadvantages are used, in the case of advantages, as supplements to skills, or in the case of disadvantages, as a means of obtaining more points for skills, STATS and advantages or, thirdly in the case of both, as a means of adding flavor and originality to a character. Both advantages and disadvantages are either measured in Ranks, like skills -only limited to Rank 10 with no STATS governing them- or as a one off cost. Ranks of advantages and disadvantages are not paid for cumulatively as with skills, but are paid for at a set cost. For example; Good hearing Rank 1 = 1 pt, Rank 2 = 2pts, Rank 10 = 10pts. A character cannot have obviously opposite advantages and disadvantages ie:Good looking Rank 6 and Ugly Rank 5. A description of the advantages and disadvantages may be found below:


- P H Y S I C A L -

Looks: Handsome/Ugly- This advantage allows a character to have up to 10 Ranks of 'Ugly' or 'Handsome'. The character receives l point per Rank for the 'Ugly' disadvantage and the Handsome advantage costs I point per Rank. Eacl1 character starts with average looks, Rank 1 Handsome is slightly better looking, Rank 10 is stunningly attractive. Rank I Ugly is slightly unattractive and Rank 10 Ugly is horrendously grotesque.

Ambidextrous- This advantage allows the character to be able to use either hand rather than take modifiers for using their off-hand. It does not mean that they may, for example, use a gun in both hands at the same time. It means that if the character is injured in one limb, they may use their other limb to do the job or perform the skill equally well. There are no Ranks in this advantage and it is a one-off cost of l 0 points to the player.

Vision: Good/Bad- This advantage is particularly useful for scouts and investigators. It costs two points per Rank Up to 10 Ranks and means that, at higher Ranks, the character is able to spot a person further away than usual. This is at the GM's discretion. Bad Vision gives the player two points per Rank and means that the character is, at higher Ranks, nearly blind. At lower Ranks it may only affect their reading, watching television or a VDU screen. Above Rank 7, the character is completely blind in one eye. At Rank 10, the character is completely blind in both eyes.

Hearing: Good /Bad- A character with good hearing is able to hear sounds or noises easier than a normal character up to, at higl1er Ranks, being able to hear noises that that other characters in their squad can’t hear at all. Bad hearing means that the character is unable to hear as well as their colleagues and finds it difficult to listen to conversations at higher Ranks. Good hearing costs one point per Rank up to Rank 10. A character receives one point per Rank of bad hearing up to Rank 10. Above Rank 7, the character is totally deaf in one ear and at Rank 10 the character is completely deaf in both ears.

Figure: Good / Bad- With the good figure advantage, the character hL1sa at higl1er Ranks a noticeably athletic and shapely body or, in the case of a female, a curvaceous and voluptuous figure. This costs one point per Rank up to Rank 10. A bad figure implies that the character has a dumpy plain body and, at higher Ranks, is overweight, misshapen, disproportional and the player will receive one point per Rank of disadvantage.

Speech: Good / Bad- At a cost of two points, the good speech advantage gives the character a +l to any CHA governed skill rolls only when the character is using speech in a non stressful situation, for example, if the character is usually calm in combat situations, then they might use their speech advantage along with their Leadership skill to calm other members of their squad. The character may also receive two points for bad speech and so receives a -1 to any skill rolls governed by the CHA STAT. Only one Rank in both the advantage and disadvantage is allowed.

Time Keeper: Good / Bad- With the good time keeper advantage, the character, at higher levels is always on time and has no need for an alarm call or a watch. They know instinctively when they are supposed to be out of their bed in the morning and always arrive at their meetings on time, if not slightly early. Each Rank costs one point per Rank up to Rank 10. With the disadvantage, the character finds it hard to get up in the mornings, is usually late for meetings and looses track of time quite easily. At higher Ranks, they are persistently late and cannot prevent it, even with several alarm clocks and a watch on either wrist!! The disadvantage gives the character one point per Rank up to Rank 10 to use elsewhere.

Sleeper: Good / Bad- This advantage is very similar to the good time keeper advantage where a character can sleep well at night and know how long they must sleep before they get up. The character, at higher levels will instinctively know how long they need to sleep without being tired in the morning. This costs one point per Rank up to Rank 10. The bad sleeper disadvantage means that the character is unable to sleep well and is always tired in the morning. At higl1er Ranks, the character usually takes medication for this condition as they are unable to prevent it even if they go to bed early at night. A character will receive one point per Rank of disadvantage up to Rank 10.

Sterile- This disadvantage will give the character 10 points. There are no Ranks and the character is unable to have children. This may be a natural sterility or has come into effect before the character joined SLA Industries as an operative.

Allergy- The Allergy rank determines how severe the condition affects the character in everyday life. The character may choose any allergy as long as they are willing to play it if it comes is to effect. Each Rank gives the character 2 points to spend elsewhere up to a maximum at Rank 10 of 20 points.

General: Good/Bad- This general heading covers any physical advantages and disadvantages that have not been covered above, but must be specified by the player and agreed Upon by the GM before game play. It allows a character to take any advantage or disadvantage, at a cost of 2 points per Rank, up to Rank 10 or to receive 2 points per Rank up to a maxin1un1 of 20 points at Rank 10 for the disadvantage.

Medical illness- This disadvantage gives a character 3 points/Rank up to Rank 10. Unlike other disadvantages, each specific Rank has been attributed to a specific illness. If the player, however, wishes to take another illness which is not listed here, then the GM may give it a Rank and effect similar in severity to those listed here.

Rank Illness
- 1 Psoriasis - This disease does not affect any STATS but could affect the character's looks if they have the condition on their face (at the GM's discretion).

- 2 Anemia - This disease gives a -l to the PHYS STAT which means that the character is more likely to faint or go unconscious due to lack of red blood cells.

- 3 Asthma - This condition gives a -1 to the PHYS and DEX STATS. This also means that the character is on constant medication.

- 4 Migraines - A character witl1 this condition will have recurring migraines throughout playing time. When they do have one (this is up to the GM), they must take medication and take a -4 to their CONC STAT for the duration of the migraine.

- 5 Albino - This condition gives the character white hair, pink or white eves, thin blood and a loss in strength, -2 to STR. They find it difficult to stay warm and are very susceptible to glaring sunligl1t which will affect both their skin and eyes. Most of these symptoms should be left up to the GM as to the severity. The character also has to stay on medication to increase coagulation of the blood, especially in combat situations.

- 6 Immunodeficiency - This illness means that the character is susceptible to various small illnesses e.g. influenza, colds etc. Most of these will tend to be illnesses that no longer affect the average person on Mort due to better health care systems. When playing a character with Immunodeficiency, the character will receive -2 to their general PHYS as well as a 1 to their STR STAT whenever they catch a new illness (at the GM's discretion) then they will have to take medication .

- 7 Epilepsy - Having this disease means that the character is either on constant medication or will have regular fits, the severity of which is at the GM's discretion. These must be taken into consideration during playing time.

- 8 Hemophilia - Having this disease means that any wounds or hits that the character may contract during combat will take twice the amount of time to heal. This means that any healing drugs, e.g. Kick Start, give the character half the normal amount of hit points back and that Ebons have to spend twice as much FLUX to heal the character. The character is also on constant medication.

- 9 Parkinson's disease - This muscle-wasting disease gives a -2 to STR, DEX and PHYS. The character must also be on constant medication to control the condition

- 10 Multiple Sclerosis -This is a serious progressive disease of the nervous system where the character will receive a -3 to their DEX STAT as well as a -1 to their PHYS and CONC. The character will deteriorate gradually over 5 years receiving a -1 to their DEX and PHYS every 6 months, until they die.


DNA Tattoo, Good/Bad - A DNA tattoo is a permanel1t design on the body which has been tattooed onto the body and, will remain on the surface of the skin even if damaged (through an injection by Karma or by the use of the Ebon ability Enhancement). For example, if the character is shot in the vicinity of the tattoo, it will re-grow to it's original form. A good tattoo is pleasing to the eye, and in the higher ranks will cause gasps of astonishment etc. This costs one point per Rank up to a maximum of 10. A bad tattoo indicates that it is a rough design and unprofessionally done or perhaps so grotesque it cannot be viewed without experiencing nausea. This will give the player 1 point per Rank up to a maximum of 10 Ranks.

Drug Addict- This disadvantage indicates that the character already has a drug addiction of some sort before joining the company. This may be a combat drug, soft drug, medical drug or a lesser drug like nicotine caffeine etc. (See the 'Drugs' chapter.) Each Rank of this disadvantage will give the player 2 points to spend elsewhere.


- M U N D A N E -

Financial: Savings/Debt- A character with this advantage or disadvantage will have 100u per Rank in savings or debt. This is either a personal debt, bank loan, cash savings or bank savings. The character either receives three points per Rank for the disadvantage or pays three points per Rank for the advantage.

Vehicle-This advantage can be bought at a cost of two points per Rank. The character will receive the vehicle stated below for each specific Rank and more details can be found in the 'Hardware' chapter of this volume. The use of the term 'own' is not strictly accurate with SLA vehicles. This means that the vehicle belongs to SLA but has been permanently leased to the character. Vehicles are usually obtained by 'buying', requisitioning or inheriting before the character begins as an operative so the character can choose any one of these reasons for having the vehicle. When the character leaves or is retired from SLA, then the vehicle goes back to it's rightful owner but until then, the character is responsible for it' s repairs and maintenance. As far as civilian vehicles are concerned, it is completely owned by the character and repairs and maintenance must be carried out in either Suburbia or Downtown as spares are not available in SLA Industries

Rank&n bsp; Vehicle Rank Vehicle

+10 You own a SLA A.P.C. (disarmed)

+9 You own a SLA military jeep (disarmed)

+8 You own a large SLA car

+7 You own a SLA military motorcycle (disarmed)

+6 You own a large SLA motorcycle

+5 You own a small SLA car

+4 You own a small SLA motorcycle

+3 You own a large civilian motorcycle

+2 You own a small civilian motorcycle

+l You have use of a parent/friend's car or motorcycle (civilian)



Housing: Good/Bad - The housing advantage is bought at a cost of 3 points/Rank up to a maximum of 10 Ranks. The disadvantage gives the character a 3 points/Rank to spend elsewhere. The standard housing for an operative is explained later. ALL have separate kitchen and bathroom except where stated as 'shared facilities'.

Rank Vehicle Rank Vehicle























-1 Suburban apartment shared with other Operative

-2 Suburban bedsit 1bed shared facilities

-3 Living with parents in Suburbia

-4 Upper Downtown (semi-detached) house, 1 bed/living room, 1car garage and small garden

-5 Upper Downtown apartment, 1 bed/living room

-6 Upper Downtown bedsit

-7 Lower Downtown (semi-detached) house, 1 bed/living room, 1 car garage

-8 Lower Downtown apartment -1 bedroom/living room

-9 Lower Downtown bedsit -bedroom/living room with shared facilities

-10 On the street homeless



Wealthy/Poor- This advantage will give a character a 10c/Rank income monthly at a cost of 2 points per Rank up to a maximum of 10 Ranks which can be for anything the player chooses e.g. shares, dividends, inheritance, bonds etc. The character can also choose to have a 10c a month per Rank outgoing which can be maintenance payments, direct debit etc. The player will receive 2 points per Rank up to a maximum of 10 Ranks.

General: Good/Bad- This allows a character to take an advantage at a cost of one point per Rank up to Rank 10 or to receive one point per Rank up to a maximum of 10 points at Rank 10 for the disadvantage. This general heading covers any mundane or financial advantages and disadvantages that have not already been covered here but may be specified by the player and agreed upon by the GM before game play.

Info: Good/Bad- The character will know of good or bad mundane or financial information which is either a hindrance -they are not supposed to know of it- or a help, it is beneficial to know about it. The advantage pays a dividend of one point per Rank up to Rank 10, the disadvantage gives the player one point per Rank up to Rank 10 for use with other skills or advantages. Use your imagination.


- M E N T A L -

Iron Will- The Character cannot be influenced in any way whatsoever, their mindset is
so strong that it cannot be influenced by ANY outside forces. Cost : 50 Pts.


Cool: Exceedingly/Jelly- The character will receive a -1 or a +1 to their racial maximum COOL stat at a cost of five points for the advantage or, for the disadvantage, the character will receive 5 points. The COOL stat can only go one point above the racial maximum and this does not increase or decrease the actual stat but only the maximum or minimum. There are no Ranks in this advantage/ disadvantage.

Phobia- The character may choose up to three phobias from the list below or make up their own and receive the points for each. The Rank determines how much the phobia affects the everyday life of the character and they receive two points per Rank up to a maximum of ten Ranks. If the character encounters the object of their phobia, the GM rolls 2dl0 and adds the rank of their phobia with 11+ meaning they will try to get away from whatever it is that gives them fear and 21+ meaning they are frozen for a time determined by the GM.

Agoraphobia -fear of open spaces
Algophobia -fear of pain
Altophobia -fear of heights
Aluirophobia -fear of cats
Androphobia -fear of men
Anthropophobia -fear of human beings
Asthenophobia -fear of wellkness
Batrachophobia -fear of reptiles
Brontophobia -fear of thunder or loud noises
Chaetophobia -fear of hair
Claustrophobia -fear of enclosed spaces
Clinophobia -fear of going to bed
Coprophobia -fear of faeces
Cynophobia -fear of dogs
Demophobia -fear of crowds
Doraphobia -fear of fur
Eisoptrophobia -fear of mirrors
Eleutherophobia -fear of freedom
Entomophobia -fear of insects
Eremitophobia -fear of being alone
Erythrophobia -fear of blushing


Genophobia -fear of sex
Gymnophobia -fear of nudity
Gynophobia -fear of women
Haematophobia -fear of blood
Haptophobia -fear of being touched
Hodophobia -fear of travel
Hypegiaphobia -fear of responsibility
Hypnophobia -fear of sleep
Kakarrophiaphobia -fear of failure
Katagelophobia -fear of ridicule
Kinetophobia -fear of motion
Linonophobia -fear of string
Lyssophobia -fear of insanity
Mastigophobia -fear of flogging
Mysophobia -fear of dirt
Myxophobia -fear of slime
Necrophobia -fear of the dead
Nelophobia -fear of glass
Nyctophobia -fear of the dark
Odontophobia fear of teeth
Ommetophobia -fear of eyes


Ophiophobia -fear of snake.
Panphobia -fear of everything
Peccatophobia -fear of sinning
Pharmocophobia fear of drugs
Phonophobia fear of speaking aloud
Photophobia fear of strong light
Piscophobia -fear of fish
Poinephobia -fear of punishment
Pteronopnobia -fear of feathers
Phobophobia -fear of being afraid (nasty...)
Sciophobia -fear of shadows
Selaphobia -fear of flashes
Sitophobia -fear of food
Tachophobia -fear of speeking
Technophobia -fear of technology
Teratophobia -fear of 'monsters'
Thallasophobia -fear of the sea
Traumatopnobia -fear of injury
Triskadecaphobia -fear of the number 13
Trypanophobia -fear of injections
Xenophobia -fear of the unknown

Any other phobias not listed here are usable at the GM's discretion.

Arrogant- This disadvantage means that the character is only slightly arrogant at times at the lower Ranks up to, at Rank 10, a completely conceited and pretentious person whom nearly everyone will dislike. For each Rank up to ten, the character will receive two points to spend everywhere.

General: Good/Bad- This allows a character to take any other advantage at a cost of one point per Rank up to Rank 10 or to receive one point per Rank up to a maximum of 10 points at rank 10 for the disadvantage. This general heading covers any mental advantages and disadvantages that have not already been listed here but must be specified by the player and agreed upon by the GM before game play.

Psychoses- There are many different types of psychosis and the character may choose up to three from the list described below and receive the points for each. The character can only take up to a Rank 9 Psychosis and if it reaches Rank l0 during game time, then the player is no longer allowed to play the character and must hand it over to the GM as an non-player character (NPC). The character will receive 3 points for each Rank in psychoses to spend elsewhere.

Psychopath -The character is prone to react to stress with violence and aggression. The Rank determines how severe the condition is and how irrationally the character reacts to a situation.

Sociopath -This is a term used for a character who may seem normal but somehow is unable to fit into everyday life, for example, they may have little or no emotions but be very skilled at pretending that they have. People will regard sociopaths as especially dangerous if they ever find out. The Rank determines how sociopathic the character is and also how well the character can hide it with false emotions.

Delusions -A character with delusions believes in something that just isn't true. This must be specified and appropriate to the Rank taken.

Split Personality -The character’s personality has fragmented into two or even multiple alternate personalities. These may or may not be aware of each other. The Rank determines how frequent they will alternate and the intensity of the change in personality.


Compulsions -The character is compelled to perform some type of behavior -usually abnormal frequently, for example, kleptomania is compulsive stealing. The Rank determines how severe the compulsion is.

Paranoia -The character believes that everything and everyone is out to get them. They find it hard to trust even close friends. The Rank determines how intense the paranoia is, and how severely it affects the character's everyday life.

Perversion -The character gains pleasure from something that is generally regarded as socially unacceptable, for example, sadists get pleasure from other peoples pain. The Rank determines how severe the perversion is.

Schizophrenia -The character is affected by delusions, a breakdown in the relation between thoughts, feelings and actions as well as delusions and a retreat from normal social life. The Rank determines how severe the disease affects the character in everyday life.




- C I R C U M S T A N T I A L -

Major: Friend/Enemy- For a cost of five points per Rank up to- a maximum of ten Ranks, a major friend will help the character when in trouble, within reason, and go out of their way to do so- give information freely at higher Ranks, and ask for no favors in return especially when the friend chosen is a SLA operative. A major enemy will go out of their way to harm, cause trouble for, or even kill the character. A major friend /enemy is usually an important person or group of people e.g. the leader of a subversive group, a Shiver Unit Commander, a departmental head, a Rival Company employee, etc. An enemy will hold a grudge forever and a friend will stay true. The character will also receive 5pts for each Rank of disadvantage up to Rank 10, and a major friend can be bought at a rate of five points per rank.

Minor: Friend/Enemy - A minor friend may help the character when in trouble if it is not too much hassle for them and will give out information, but probably ask for favors in return. A minor enemy will not go out of their way to couse trouble but will harm and hurt the character in some way if they are in close proximity to them or if it is not too much trouble. they will hold a grudge for a long period of time but it is possible to make it up to them. Each rank of minor friend costs one point up to 10 and the character will receive one point for each rank up to 10 for a minor enemy.

Luck: Good/Bad - This advantage is used by the GM during game time when a character may need a little extra help after failing a fatal roll. The disadvantage is also used by the GM to, for example, select a character to whom an accident is about to happen. The advantage is bought at a cost of four points per Rank up to a maximum of Rank 10. The character receives four points per Rank up to a maximum of 10 Ranks for the disadvantage. The Rank in luck is used like a skill roll by the GM only.

Dependent - If the character chooses a dependent, they must care for them or make arrangements for the care of them. They may also need to pay mail1tel1ance or arrange food and housing for them. This is at the GM's discretion once the player has chosen the Rank as below. This disadvantage gives the player one point per Rank up to a maximum of 10 to use elsewhere. Shaktars may have more than one wife/husband.


Rank Situation Rank Situation

-1 A pet

-2 A young relative who is unemployed

-3 A older relative who is infirm

-4 A parent who is bedridden

-5 A homeless younger sister/brother

-6 A wife/husband (unemployed)

-7 A child

-8 A husband/wife and child

-9 A husband/wife and children (2-3)

-10 A husband/wife and children (3 or more) or Husbands/Wives and children.



General: Good/Bad - This allows a character to take an advantage at a cost of 1 point per Rank up to rank 10 or to receive one point per Rank up to a maximum of -10 points at Rank 10 for the disadvantage. This general heading covers any circumstantial advantages and disadvantages that have not already been covered here.


- S O C I A L -

Pacifist - Depending on the Rank chosen, the character will either be reluctant to enter combat or will refuse point blank to enter any sor t of fighting, even a bar room brawl. The Rank determines the severity of the condition. This disadvantages gives the player 2 points per Rank up to a maximum of Rank 10. When the character enters, or is about to enter, a combat situation, they must make a COOL roll minus their pacifist Rank to enter the situation calmly.

Reputation: Good/Bad - A good reputation indicates that the character will be recognized as a decent individual by a specified group, or in general. A bad reputation indicates that the character will be disliked or mistrusted by a specific group or in general. Cost 2 per rank up to 10.


- E B B O N -

Artifact/Heirloom: This is a magical/technological item which has been passed down through your
family or was simply found or given to you.

Weapon: +15 Pts
Armour: +25 Pts

Per Plus: +5
Per 10 ID: +5

Per Ability: 10 - 100 Pts, depending on ability (See GM for cost).