Stellar Winds RPG

Your gateway to the galaxy.

Stellar Winds: Advantages & Disadvantages Reference

In Stellar Winds, you can select up to 5 points worth of Advantages for your character. For every point of Advantage you take, you must include at least 1 point of Disadvantage. This ensures a balanced and dynamic character with unique strengths and weaknesses.


Advantages

Advantage (Cost) Description
Commander (2 Points) You lead a small unit or crew (3–20 NPCs) loyal to you. They follow your orders but still have individual motives/personalities.
Starship Owner (1 Point) You own a small starship (or equivalent air/spacecraft). It may be lightly armed, but is primarily for transport.
Night Vision (1 Point) Your eyes are adapted for low-light environments; you can see in near-total darkness with minimal penalties.
Enhanced Vision (2 Points) You suffer 1 less point of penalty for long-range sight. Ideal for snipers, scouts, or starship navigators.
Heightened Olfactory (3 Points) You can track individuals by scent and identify chemical traces. Useful for forensics, wilderness survival, or creature tracking.
Offworld Aristocrat (1 Point) You come from a noble (or elite) family on another planet. Grants minor status benefits in diplomatic circles.
Melodic Voice (1 Point) Your voice is exceptionally pleasant, granting a bonus on rolls where singing or vocal performance matters.
Renowned (1 Point) You have a positive reputation, offering a slight edge (+1) in social encounters with those who've heard of your deeds.
Famous (2 Points) Your name is widely recognized. Gain significant social leverage, but expect constant attention or media scrutiny.
Vocal Mimic (1 Point) You can mimic voices or sounds with uncanny accuracy. Useful for infiltration or comedic distractions.
Flexible (1 Point) You can bend or twist your body in ways most cannot. Great for escaping restraints or navigating tight spaces.
Garrison (1 Point) You command a small defensive post (like a fort or station). You have moderate resources for repairs and staff.
Lucky (1 Point) Fate smiles upon you. You gain +1 on “Serendipity” or “Fortune” checks, reflecting improbable good outcomes.
Charismatic (1 Point) Naturally appealing presence. +1 on social or negotiation checks where personal charm is a factor.
Stunning (3 Points) Your appearance is breathtaking. Gain +3 on rolls where physical attractiveness significantly influences the outcome.
Sharp-minded (2 Points) Your base INT is increased by +1. You learn quicker and recall details more easily.
Hardy (1 Point) You have a robust constitution, increasing your maximum Hit Points by 2.
Toughness (3 Points) You have 1 point of natural "armor" against physical and energy damage sources.
Strong (2 Points) Your base PHYS is increased by +1, reflecting greater physical power and endurance.
Small Stature (1 Point) You’re more difficult to hit in ranged combat, applying a -2 penalty to attackers’ rolls.
Large (1 Point) You’re bigger than average, granting +1 Hit Point. However, you may have issues in cramped spaces.
Quick Reflexes (1 Point) Heightened reaction speed grants you +1 to Initiative rolls.
Dexterous (1 Point) +1 to complex hand-eye or delicate tasks (crafting, hacking, lockpicking). Does not improve combat rolls.
Ambidextrous (2 Points) You can use either hand equally well, reducing penalties for off-hand actions.
Graceful (2 Points) +1 on any checks involving balance (including Dodge). Does not grant bonuses on direct combat attacks.
Wealthy (1 Point) Start with 1,000 credits (instead of 500) and own a small business or property. You may have a couple of employees.
Rich (3 Points) Start with 2,000 credits and own a modest estate. You may have 6 employees or dependents under your care.
Minor Noble House (1 Point) Your pedigree rank is 11. You hail from a lesser aristocratic family recognized in certain systems.
Major Noble House (3 Points) Your pedigree rank is 12. You belong to a powerful family with considerable influence across star systems.
Highborn (2 Points) Race-specific lineage signifying exceptional status. Gain social perks within your culture.
Educated (1 Point) +1 level on the Skill Slots chart, reflecting a formal academic background.
Scholar (3 Points) +2 levels on the Skill Slots chart. You’ve undergone extensive scholarly or specialized training.
Pet Howlite (1 Point) You have a loyal alien companion of the Howlite species. Useful as a scout or guard, depending on temperament.
Gene-Mod Heritage (1 Point) Partially engineered or exotic DNA gives you subtle traits like unusual coloration or a mild enhancement.
Vampiric Strain (3 Points) Your physiology allows for limited regeneration or nocturnal aptitudes, but you might have a feeding requirement.
Faerie Ancestry (3 Points) You can create illusions or manipulate subtle energies, hinting at a mysterious otherworldly lineage.
Were-Form (3 Points) You shapeshift under certain conditions (e.g., lunar cycles). Gains special abilities but might cause social stigmas.
Psionic (2 Points) You possess telepathy, telekinesis, or other mental powers. May require training to fully harness.
Arc-Tech Adept (3 Points) Also called “Seer Genes.” You blend advanced technology with quasi-mystical abilities, bridging science and psionics.
Other (Custom) Work with your GM to create a unique advantage or special background trait.

Disadvantages

Disadvantage (Cost) Description
Addiction – Star-Brew Liquor (2) You heavily rely on this potent beverage. Withdrawal effects or constant expenses can cause roleplay and mechanical challenges.
Addiction – Designer Wardrobe (1) You compulsively purchase high-end clothing, draining your finances. Might cause issues if you can’t keep up appearances.
Addiction – Alien Artifacts (1) You obsessively collect offworld relics, leading to questionable deals or traveling to dangerous places to obtain them.
Addiction – Xenonarc (2) A hallucinogenic substance that can hamper your senses and decision-making. Risk of severe withdrawal or black-market entanglements.
Addiction – Tarlow Vapes (1) You rely on nicotine-like inhalants. If deprived, you face irritability or a penalty to concentration.
Addiction – VR Predator Sim (1) You’re hooked on simulated hunts or combat scenarios, risking mental health and time commitments.
Underage (1) You’re legally a minor, with restricted rights or labor limitations. Could face patronizing treatment or require a guardian.
Deaf (2) You cannot hear, relying on visual cues or technology to communicate. In some situations, you might miss vital information.
In Debt (1) You owe money to a megacorp, crime syndicate, or bank. Start with half credits and risk harassment from creditors.
Hard of Hearing (1) Reduced auditory perception. Missing warnings, instructions, or stealth cues can complicate missions.
Illiterate (1) Unable to read or write. You rely on others for data analysis, and many technological interfaces become confusing.
Oathbound/Code (1) You must follow a strict personal code or oath. Breaking it leads to severe guilt or cultural repercussions.
Poor Vision (1) Your eyesight is below average, imposing penalties on ranged combat and detailed observation unless corrected.
One-handed (1) You have only one functional arm, making two-handed equipment more difficult or impossible to use.
Tailless (1) If your species normally has a tail for balance, you suffer minor coordination issues without it.
One-legged (1) Movement speed is reduced; you rely on prosthetics, crutches, or other supports.
Wanted (1) Law enforcement, bounty hunters, or corporate enforcers actively search for you.
Mute (1) You can’t speak verbally. Communicate through sign, writing, or technological aids.
Offworlder (1) You suffer social penalties on planets unfamiliar with your culture and customs.
Uneducated (1) You have fewer formal skill slots (3 Hobbies, 1 Job) than normal, reflecting limited schooling.
Homely (1) You lack traditional aesthetics, imposing a -1 penalty in situations where physical appearance matters.
Dense (2) Your base INT is 1 point lower. Problem-solving and learning are more challenging.
Fragile (1) Maximum Hit Points are reduced by 2, reflecting a delicate constitution.
Weak (2) Your base PHYS is reduced by 1, limiting strength and physical resilience.
Slow Reflexes (1) Your reaction speed is below average, giving -1 to your Initiative result.
Clumsy with Tech (1) -4 on complex hand-eye tasks (such as weapon handling or hacking) due to poor coordination with technology.
Awkward (1) Base DEX is reduced by 1. This affects agility-related checks, from stealth to piloting.
Impoverished (1) Start with only 1/5 normal credits. You struggle financially and likely live in a low-resource environment.
Unknown Origins (1) You were orphaned or your past is shrouded in secrecy. You may uncover hidden lineage or complications later.
Neural Block (1) You’re resistant (or locked) to psionic contact, but this also prevents beneficial telepathic assistance.
Psy-whipped (2) You’ve suffered mental conditioning or trauma, incurring -2 to resist mental influence or illusions.
Psy-enslaved (3) You’re under near-total mental control by another entity, which can override your actions.
Drone (2, Insectoid only) You belong to a hive-minded species, subservient to a queen or collective. Independence is limited or suspect.
Other (Custom) Work with your GM to create a unique drawback or cultural handicap that isn’t listed here.

Remember: The point costs listed above indicate how many points each Advantage or Disadvantage is worth. You can choose up to 5 points of Advantages, but must match those with an equal or greater total of Disadvantage points.