Perks

A “perk” is a very minor Advantage, worth only 1 point. Perks cannot be modified with enhancements or limitations, and they can be added in play without upsetting game balance. Otherwise, perks use the same rules as other advantages.

The GM is encouraged to create new perks. No perk should provide wealth, social standing, or combat bonuses. A perk can provide a modest bonus (up to +2) to an attribute, skill, or reaction roll in relatively rare circumstances. The GM may allow more generous bonuses, if they apply only in extremely rare situations.

Examples:

Accessory (P, X) 
Your body incorporates a tool or other useful gadget (e.g., a siren or a vacuum cleaner) that provides minor, noncombat benefits not otherwise covered by a specific advantage.

Alcohol Tolerance (P) 
Your body metabolizes alcohol with remarkable efficiency. You can drink steadily for an indefinite period with no major detrimental effects. Binging affects you as it would anyone else. You get +2 on all HT rolls related to drinking.

Autotrance (M) 
You can enter a trance at will. This requires one minute of complete concentration and a successful Will roll, at -1 per additional attempt per hour. This trance gives +2 on rolls to contact spirits, etc. You must make a Will roll to break your trance. If you fail, you can try again every five minutes.

Deep Sleeper (P) 
You can fall asleep in all but the worst conditions, and can sleep through most disturbances. You never suffer any ill effects due to the quality of your sleep. You get an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if you have Combat Reflexes.

Fur (P, X) 
You have fur. This prevents sunburn. Thicker fur might justify 1-3 levels each of Damage Resistance (p. 46) and Temperature Tolerance (p. 93), while spiky “fur” might grant Spines (p. 88). You must buy these other traits separately.

Honest Face (P) 
You simply look honest, reliable, or generally harmless. This has nothing to do with your reputation among those who know you, or how virtuous you really are! People who don’t know you will tend to pick you as the one to confide in, or not to pick you if they are looking for a potential criminal or troublemaker. You won’t be spot-checked by customs agents and the like unless they have another reason to suspect you, or unless they are truly choosing at random. You have a +1 to trained Acting skill for the sole purpose of “acting innocent.”

No Hangover (P) 
No matter how much you drink, you will never get a hangover. This does not mitigate the effects of intoxication – it just eliminates the unpleasant aftereffects.

Penetrating Voice (P) 
You can really make yourself heard! In situations where you want to be heard over noise, others get +3 to their Hearing roll. At the GM’s option, you get +1 to Intimidation rolls if you surprise someone by yelling or roaring.

Sanitized Metabolism (P, X) 
You are totally clean. Your body produces minimal, sanitized waste products, and you never suffer from bad breath, excessive perspiration, or unsightly skin problems. This gives -1 to attempts to track you by scent and +1 to reaction rolls in close confines (cramped spaceships, submarines, elevators, etc.).

Shtick (M/P) 
You have a cool move or slick feature that sets you apart from the masses. This provides no combat or reaction bonuses, and you can’t use it to earn money, but it might occasionally give you some minor benefit in play (GM’s discretion). Example: your clothing is always spotless, even after combat or swimming the Nile; you can run, climb, fight, etc. while wearing high heels without suffering any special penalty for bad footing.