Your gateway to the galaxy.
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.
Advantage (Cost) | Description |
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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. |
Disadvantage (Cost) | Description |
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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.