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ADVANTAGES!

Revised & Updated 2020 9/5/20, 10=14 AM

ADVANTAGES! Revised &


Updated 2020
Area Knowledge (official revision)

The cost of Area Knowledge varies with the size of the area known. However, the
bigger the area, the less the detail that is possible.

Area HP Cost

Neighborhood 10

City 20

State/Province 30

Country 40

Continent 50

Planet 75

Solar System 100

Galaxy 125

Space Sector 150

Known Universe 200

Area Knowledge (Dimension) Cost: 20

Characters with both the Dimensional Travel Power (or Characters who use Sorcery
to mimic Dimensional Travel) and Area Knowledge of an individual dimension may
automatically travel to that dimension without making an Action Check as long as the
Travel Distance between his current location and the destination is less than or equal to
his APs of Dimension Travel. Area Knowledge has no effect on Banishment or

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Summoning attempts.

Area Knowledge of an entire dimension is useful only to facilitate Travel to that


dimension. Characters with detailed knowledge of the lands within a dimension must
purchase a separate Area Knowledge Advantage covering those lands.

Artifact/Ritual Cost: Variable

These two Advantages are both identical to the Gadget advantage except that they
allow a Character to begin play with an occult Artifact or to know an occult Ritual. To
begin with an Artifact or a known Ritual, a Character simply pays the Artifact’s or Ritual’s
Hero Point Cost (consider Rituals Gadgets that cannot be taken away). No Wealth
Checks or dice rolls of any sort are necessary to create Artifacts or Rituals earned
through this Advantage.

Neither of these Advantages may be purchased after a Character is created.


Obtaining new Artifacts and Rituals once play has begun is always conducted using the
procedures described under the appropriate Occultist subskills.

Artist Cost: 10 each

A character with this advantage has extensive knowledge and ability in an artistic
endeavor. It can only be a single art or craft form: painting, comic art, singing, guitar,
acting, ballet, gourmet cooking, animation, special effects, writing, piano, journalism,
flower arranging, etc.

The character can create works of art in his chosen medium. This is a dice action
requiring a lot of time. The AV/EV of the roll is equal to the Artist’s INFL/AURA and the
OV/RV is 4. The RAPs gained indicate the quality of the art:

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· 1-2 RAPs: The piece or performance is acceptable, if somewhat unimaginative. The
Artist will go on starving.

· 3-5 RAPs: The piece or performance is creative and well received. The Artist will earn
a reasonable amount.

· 6-9 RAPs: The piece or performance is extraordinary and worthy of accolades and
critical acclaim. The Artist will earn very good money for it.

· 10+ RAPs: The piece or performance is a genuine masterpiece, both innovative and
well crafted. No one who sees it will ever forget it. The Artist will never have to work
again.

Art is not a quick process, but it is so variable that giving any sort of timetable for it
is impossible. Instead, it’s up to the GM to use his best guess as to how long the creation
of a piece or the learning of a performance takes.

Modern "art" could take 7-9 APs (seriously, how hard is it to dribble paint on a canvas?
However, it will probably take numerous Charisma checks and APs of time to sell the
pretentious nonsense as art).

Simple or straightforward art may take 10-13 APs.

High or technical art may take 18-20 APs.

Difficult-to-produce art or art involving a large number of people is extremely time


intensive. This includes art such as novels, movies, or marble statues. These could take
21-23 APs.

Most art requires supplies of some kind, whether it be specialized tools, paints and
canvases, instruments, or costumes and make-up. These supplies are so varied in need,
quality, and availability that setting a price for them is impossible. The GM must rely on
his judgment once again.

A character may possess more than one Artist advantage, indicating that he is
skilled in several techniques, but the advantage may only be purchased once to cover
any one particular form of art. Thus, a character could not purchase the Artist (Dancing)
Advantage three times to achieve a cumulative modifier.

This advantage replaces the Artist skill.

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Brute Cost: 15

A character with this advantage is extremely strong and relies on that strength to win
fights. This could represent the fighting ability of a giant or a fantasy barbarian. He may
link his Martial Arts skill to his STR. However, he does not receive the +2 to Initiative for
Martial Arts. He may also link his Weaponry (Melee Weapons) skill to STR. If other
subskills are desired, they must be purchased separately and remain linked to DEX.
However, the Base Cost of the extra skill is waived. This advantage is only available
when the Martial Artist or Weaponry skills are first purchased. It may not be added later.

A character with this advantage cannot have the Mystic Warrior or Psionic Warrior
advantages.

Buddy Cost: 25

A character with this Advantage begins the game with a close personal friend who is privy
to all of his secrets. The Buddy will help the hero in any way that he can. and should be
considered Awestruck/Enamored for the purposes of Character Interaction. The help that
a buddy provides could include providing excuses for the absence of the hero's alter ego
when he is out fighting crime. Doing detective or research work for the hero, or even
disguising himself as the hero to provide a distraction.

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The GM should create statistics for the hero's Buddy, and the Buddy can obviously
become a frequent on-Player Character in the hero's subplots. A Buddy will always
remain loyal to the hero. no matter what happens. A Buddy should not be married to the
hero. as this constitutes a Drawback. A Buddy also cannot be another hero. The GM has
final approval of the Buddy Advantage.

Batman has a Buddy in Alfred Pennyworth, and Steve Trevor is the Buddy of Wonder
Woman (in some continuities). Superman would not receive the Buddy Advantage for
Jimmy Olsen, as Jimmy does not know Superman's secret, nor would he receive one for
Lois Lane, since they are married.

Ma and Pa Kent could possibly be considered Superman's Buddies, even though they
are not listed as such because most of the action of Superman’s world takes place in
Metropolis, and the Kents have little influence there. When he was Superboy in
Smallville, they would have been Buddies, since they could have an impact on the game.

Connections, Golden Age Cost: See below

Allied Armed Forces Cost: Low 8, High 12

This Connection functions exactly like a Connection with the U.S. Armed Forces
(described below) except that the character has access to a military leader or soldier
serving with the forces of a nation allied with the US. In WWII this would be British,
Chinese, Free French, or Soviet military forces.

All characters who maintain any sort of Connection in the Soviet government or
Soviet armed forces following WWII are automatically suspected to be communist
sympathizers and often may find themselves targets of government surveillance. Any
character who purchases such a Connection must pay triple the cost of any Connection
with the U.S. government or the U.S. armed forces. Such characters are treated as
though they have a minor version of the Mistrust Drawback.

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All-Star Squadron Cost: Low Special, High 25

All home front characters who do not purchase the Independence Advantage
automatically receive a free Low-level Connection with the All-Star Squadron, entitling
them to access All-Star Squadron equipment and information. By spending 25 Hero
Points, a character may raise this Connection to High level, indicating that he is
personally Connected with one of the other principal Squadron members. At the GM’s
discretion, High-level connections with the Squadron can be used to call for assistance or
backup from non-player Squadron members. See Independence (described below) for
more information.

All-Star Squadron members have access to special information and equipment, but
they are also subject to orders issued by Squadron leaders.

Axis Armed Forces Cost: Low 15, High 25

In the WWII of the comics, the Axis powers are almost always depicted as unified
militaristic evil powers. Disloyal Axis agents are almost totally nonexistent. For this
reason, heroes with an enemy armed forces Connection are extremely rare, hence the
Connection’s increased cost.

Characters with this Connection must specify whether they are connected with the
German, Italian, or Japanese armed forces at the moment of the purchase. Otherwise,
the connection functions exactly like the U.S. Armed Forces (described below).

Any character who purchases such a Connection must double the cost of any

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Connection with the U.S. government or the U.S. armed forces. Such characters are
treated as though they have a minor version of the Mistrust Drawback.

War Correspondent Cost: Low 10, High 20

During WWII, some journalists and media personalities are allowed to accompany
military forces into battle in order to cover their activities for the folks at home. These war
correspondents frequently gain access to important military information concerning the
activities of the press. In essence, the war correspondent functions as both a Press
Connection and Low-level Armed Forces Connection simultaneously.

Connections, Mystical Cost: See below

Cosmic Entities Cost: Low 10 or 15, High 20, or +10

Cosmic Entities are potent magic wielders who tend to originate outside the Earth
dimension. This group includes the Demon Etrigan, Swamp Thing, Neron, Doctor Fate,
the Olympians, the Asgardians, the Spectre, the Sandman, Galactus, Silver Surfer, Adam
Warlock, Thanos, Uatu the Watcher, Dread Dormammu, Ghost Rider, the Phantom
Stranger, the Lords of Order and Chaos, etc.

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There are two Low-level Connections available for Cosmic Entities. One costs 10 HPs
and indicates that the character is known to the cosmic forces of the multiverse and that
they have a generally benign opinion of him, rather than any specific ability of the
character to call upon them for help.

The 15 HP Low-level Connection and the High-level Connection are connections to


specific entities. Note that Cosmic Entities are rather detached from humanity and this is
the reason for the increased cost. Almost all characters who have a Connection with one
or more Cosmic Entities are easily recognized by most of the important personalities
hailing from the extra-dimensional realms.

Note that most of these entities are largely neutral in the affairs of humanity. Thus, it is
just as possible to have a connection to an evil entity as good. However, evil entities are
generally less accessible. Thus, an extra 10 HPs are required for any connection to one
of them.

Characters described in the Magic sourcebook who are considered Cosmic Entities have
a “CE” notation listed after their occupation.

Note that it is generally inappropriate for a character to possess a connection to singular


deities or cosmic forces, such as God, the Source or the Voice that directs the Spectre,
the Endless, Death, the Celestials, the Millennium Giants, etc.

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Mystical Community Cost: Low 15, High 25, or +10

Earth’s Mystical Community is an informal collection of all of the notable and generally
benevolent mages and occultists on Earth, including Shadowpact, John Constantine,
Zatanna, Deadman, Mister E, Doctor Occult, Jason Blood, Zauriel, Madame Xanadu,
Doctor Strange, Rin Tohsaka, the Mage’s Association, and most Earth characters with
APs in the Sorcery power or an Occultist score of 7 APs or higher and a heroic
Motivation. Specifically excluded from the Mystical Community are Cosmic Entities (see
above).

A character with a Low-level Connection with the Mystical Community has some
knowledge of occult matters and the acquaintance of one or more members of this
community, but is an outsider to the community itself and possessed of no real power or
insight.

A character with a High-level Connection with the Mystical Community is well-known in


occult circles and easily recognizable by anyone with an Occultist score of 7 APs or
higher. Usually, characters with such a connection are themselves members of the
Mystical Community and may occasionally find themselves on the receiving end of
another member’s request for aid.

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In the world of magic, who is evil and who is good is rather flexible and mages and
occultists with villainous Motivations (Mordru, Mordo, Tannarak, Tala, etc.) are considered
a part of the community despite the occasional villainous plot. However, villains are
generally less accessible. Thus, an extra 10 HPs are required for any connection to one
of them.

Characters described in the Magic Sourcebook who are included within the Mystical
Community have an “MC” notation listed after their occupation.

Connections, Specialized Cost: See below

Enemy Armed Forces Cost: Low 15, High 25

Characters with this Connection have ties to Russian, Chinese, Korean,


Vietnamese, or Middle Eastern armed forces will be viewed with suspicion and often may
find themselves targets of government surveillance. Any character who purchases such a
Connection must double the cost of any Connection with the U.S. government or the U.S.
armed forces. Such characters are treated as though they have a minor version of the
Mistrust Drawback.

Characters possessing connections to terrorist networks like ISIS, the Taliban,


or Al-Qaeda will be viewed with great suspicion and will find themselves targets
government surveillance. Any character who purchases such a Connection must triple
the cost of any Connection with the U.S. government or the U.S. armed forces. Such
characters are treated as though they have the Mistrust Drawback and may be seen as
villains.

Government Cost: Low 10, High 15, or +10 or +15

A High-level Connection with the Government is usually a Congressman, Senator,


or a Cabinet official (or a powerful Lobbyist or Media personality in a more cynical game).
Such characters are aware of everything happening in the government and sometimes
have access to important military activities as well (especially information concerning
domestic military activities).

Low-level Government Connections typically represent under-secretaries, staff


members, and pages. These people have some idea regarding government activity and
occasionally glean a military secret or two, but usually have access to very little important
information.

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Connections with foreign governments are much harder to come by, costing an additional
10 HPs. Connections with enemy governments are even more difficult, costing an
additional 15 HPs. In a more cynical game, opposing political parties could easily be
considered, at the very least, equivalent to a foreign government, so a connection with an
opposing political party should also cost an additional 10 HPs.

Government Agency Cost: Low 12, High 18, or +5 or +10

This is a connection to any of the collective of government agencies dedicated to


policing and spying on America and its enemies. It includes the CIA (or OSS in WWII),
FBI, NSA, ATF, DEA, Secret Service, and others. A High-level Connection in a
Government Agency is a director or an important operative. A Low-Level Connection is a
clerk or a secretary. Connections at all levels within the agency community have access
to military information and intelligence concerning the secret activities of enemies powers
abroad, although the most sensitive information is available only at the high level.

Connections with law enforcement agencies are treated exactly like intelligence
connections, except that legal operatives have access to information concerning enemy
activities within the United States. They also have access to information about organized
crime and criminal syndicates.

Comics also have their own Government Agencies that can be included in this
connection, such as Checkmate, DEO, SCU, SHIELD, etc.

Connections with foreign government agencies are much harder to come by,
costing an additional 5 HPs. Connections with enemy government agencies are even
more difficult, costing an additional 10 HPs.

Hero Team Cost: Special, Low 10, High 15

Most heroes are members of a team. Thus, a hero’s membership in his first team is
free. This counts as a high connection.

Connections to additional teams cost the normal amount for a connection. Low-level
Connections indicate that the character is connected to the team enough to borrow its
equipment or occasionally participate in its adventures. The character may be a reserve
member.

High-level Connections indicate that the character is a full member of the team.

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U.S. Armed Forces Cost: Low 8, High 12

The character is connected to the military. He should specify which branch of the
military to which he is connected: Army, Navy, Air Force, Marines, or Coast Guard. During
wartime, he should specify if the connection is with the active forces abroad, such as
American forces in the Pacific Theatre, Vietnam, or Afghanistan, with domestic or
reservist forces stationed in the US, or with embassy forces stationed in non-war zones
overseas.

A High-level Connection with the armed forces is always with a high-ranking military
leader. Such characters have access to broad strategic and top secret information
affecting units stationed in their regions and have the authority to lend equipment and
personnel to the Connected character.

A Low-level Connection with the armed forces can be any officer or enlisted soldier
below the rank of General or Admiral. Such characters have access to information
affecting only a tiny segment of their region.

Armed forces Connections never have any information concerning activities that take
place outside of their areas.

Because of the geographical limits in which superpowered heroes may operate, most of
these characters would be better off purchasing armed forces Connections on the home
front or with domestic forces. Connections with personnel involved in active combat are
best left to war front characters.

Villain Cost: Low 15, High 20

Villains generally do not usually have much to do with heroes. However, on


occasion, a special situation arises where a villain and a hero can have a friendship of
sorts- or more likely, a rivalry. The hero can use a subplot to form a team-up with the
villain, but must pay HPs to do so.

A Low Connection to a villain indicates that the villain will cooperate with the hero
only so long as their interests are compatible and he is getting something as a reward…
As so long as no better offers arise. A team up with such a character costs 15
HPs.

A High Connection indicates that the villain has some personal connection to the hero.
They might be illicit lovers, spouses, siblings, parents or children, or even life-long
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friends. The relationship has gone sour, but it is not impossible- or even too unusual- to
see the villain aid the hero out of respect for that bond. A team up with such a character
costs 10 HPs.

The White House Cost: Low 12, High 20

A character with a High-level White House Connection is a personal confidant of the


President. Such a character is in a position to ask favors of the President and is usually
privy to all but the most closely guarded secrets. A player may not purchase a High-level
White House Connection for his hero without explaining in his background how the
character acquired the connection.

In modern times, a personal connection to the President automatically results in a


massive amount of media attention. (In more cynical games, a connection to a
Republican president results in the Media Bias drawback and a connection to a
Democratic president grants the Popularity advantage).

A Low-level White House Connection is typically a secretary or staff member. Such


a character can provide information regarding the President’s whereabouts and activities,
but rarely has access to important secrets.

Empathic Link Cost: 20

Characters with this advantage share a mild telepathic connection that allows them to
sense each other. They can only sense vague thing like when their linked partner is in
trouble, is hurt, or is nearby.

They can also sense general emotional states, but this requires a dice action using AURA
as AV/EV and APs of distance as OV/RV. It the partner is trying to withhold emotions, the
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OV/RV is his AURA.

This power only functions in pairs- both partners must have it for it to work. It may be
purchased more than once for additional partners. When purchased, the partner must
specified.

Familiar Cost: Variable

A familiar is a mystical type of Pet or Side Kick that shares a powerful connection with a
magician. It makes a pact with its master, drawing mana from him in exchange for placing
its abilities at his command.

This pact grants the master several powers in regards to the familiar:

· The master can always use his HPs on the familiar as though he had the Leadership
advantage.

· The familiar and master have a telepathic bond that connects them and allows them to
communicate and locate one another. This is treated as the Telepathy power with APs
equal to the master’s AURA and the Empathic Link advantage.

· The master can transfer mana to his familiar, boosting its attributes, powers, and skills.
This is treated as the Enchantment power with APs equal to the master’s AURA.
However, doing this is Fatiguing for the master, causing a mystical attack of his AURA as
AV/EV vs his SPIRIT as OV/RV.

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This connection can be very dangerous as well. The familiar can drain energy from the
master in order to save itself. This is treated as the Spiritual Drain power with APs equal
to the master’s AURA. The RAPs gained from the drain can heal any type of damage the
familiar has sustained. It is possible for a familiar to kill its master in this fashion.

· If the familiar should ever be killed, the master is forever diminished by the loss. The
master loses 1 AP from all mystical attributes and powers. He also forfeits all HP for the
adventure. He may gain a new familiar, but must pay the full HP cost for doing so.

Familiars are far more independent than Pets or Side Kicks. Though they have a base
attitude of Friendly towards the master, this can change if the master’s orders conflict with
the familiar’s own agenda. If the case of a complete breakdown, the familiar can abandon
the master, either returning to the dimension of its origin or making a pact with a new
master. The master may gain a new familiar, but must pay the full HP cost for doing so.

There are three types of familiars: Animal, Servant, and Spirit, each with unique features.

· Animal familiars are the most common type of familiar. It is a simple animal, usually a
small domesticated one like a cat, fox, or owl. The master of an animal familiar may see
through its eyes as if he had Eyes of the Cat at APs equal to his AURA. Animal familiars
are unusually loyal. They have a base attitude of Awestruck/Enamored.

· Servant familiars are the rarest type of familiar and the most difficult to control. They
are also the most powerful. They are individuals, usually indistinguishable from living
people. They could be a fey shapechanger, demon, homunculus, imp, or even legendary
person from myth or history. They are often at least equal in power to the master with
their own powers and abilities, which accounts for their large measure of independence.
The master can call their servant to their side as if the servant had APs of Teleportation
equal to the master’s AURA.

· Spirit familiars are incorporeal beings. They may or may not be visible. They could be a
ghost, nature spirit, elemental, demon, or genie. They are usually incapable of assuming
physical form except for very short amounts of time. They can manifest for an amount of
time in APs equal to the master’s AURA. Also, spirit familiars can offset mystical bashing
damage resulting from the use of powers. Any mystical bashing damage taken by the
character as the result of using a power may be divided as desired between the master
and his familiar.

Familiars are not inexpensive assets for a master. They have two costs:

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· The master must pay more for his AURA attribute since it is a far more active ability
than usual. It is treated as FC 7.

· The familiar itself is created as normal, with their final cost being divided by 4.

The rules presented here for familiars are fairly complex and the inclusion of familiars is
only recommended for experienced GMs and mystical campaigns. Otherwise, ordinary
Pets or Sidekick should suffice.

Free Access (revision) Cost: 10

Characters with this Advantage have a press pass, police identification, bounty
hunter’s license, private investigator’s license, or other credentials that allow them to gain
entry into areas that have been restricted by the civil authorities (well, at least in comics).
Normally, restricted areas include crime scenes, areas where VIPs are present, and
operational facilities within police headquarters. Gaining access to military areas requires
Security Clearance.

Genius (major revision) Cost: 25 each

This advantage functions like Scholar, but is applied to specific types of futuristic

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gadgets that the character can design, build, repair, and identify. Examples include
robotics, cybernetics, genetics, starships, time machines, powered armor, etc. When
designing, building, repairing, or identifying the specialized type of device, the character
receives a -2 CS bonus to all OVs.

This advantage can be taken more than once, with each additional advantage being
another type of device.

Headquarters (revision)

Not every headquarters needs Security and either a Lab or Workshop rating, but
they are desirable features.

Security: A HQ can be designed with Security. Security is the safeguards and alarms in
place to prevent intruders and disasters.

Technological Security has a FC of 3 and includes things like pressure plates,


cameras, motion and heat detectors, metal detectors, alarms, sprinklers, vacuum sealed
doors, hidden doors, pit falls, giant rolling boulders, etc. It can also reflect outdoors
security measures such as mines, pits, trip wires, cameras, etc. Security can only be
placed in a Technological HQ.

Mystical Security has a FC of 5 and includes things like illusionary doors and
terrain, rooms without exits, guardian spirits, paintings with eyes, animated suits of armor,
pass-worded doors, moving staircases, labyrinthine forests, etc. Mystical Security can
only be placed in a HQ with a Workshop.

The Security rating of an HQ is the OV/RV of attempts to notice and locate the
security and to move freely about undetected and undeterred.

Characters with Spy (Surveillance) or Thief (Security Systems) may attempt to notice
security that is hidden if it is indoors. If the Security is outdoors, characters with Military
Science (Danger Recognition) may attempt to notice it. Characters with Thief (Security
Systems) can try to disarm or avoid technological Security, indoors or outdoors.

Characters trying to notice or avoid mystical Security must rely on powers and ritual
spells. It is much harder to notice and avoid Mystical Security, which is why those
systems are much more expensive. The OV/RV of spells used to defeat mystical Security
is set by the APs.

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Laboratories and Workshops: A HQ can be designated a Laboratory or a Workshop. A
Laboratory is a scientific shop that makes building gadgets more efficient. A Workshop
is an occult shop that makes building artifacts, creating rituals, and casting ritual spells
more efficient. Both have a FC of 3.

The rating of the Laboratory or Workshop is the maximum APs of a Gadget, Ritual,
or Artifact ability that may be easily created there. Attempting an ability greater than the
Laboratory or Workshop score incurs a +2 CS to the OV/RV of the skill dice action.

Due to a clash between magic and science, characters attempting to construct a


Gadget in a Workshop receive a +2 CS to the OV/RV of all their Gadgetry and Scientist
Checks. The same holds true for characters who attempt to use Occultist or any Mystical
power in a Laboratory.

Once per year, a character must make a Wealth upkeep check for his Laboratory or
Workshop. The OV/RV of the check is equal to the Laboratory/Workshop’s APs. RAPs
indicate that the check is successful. Failure indicates the lab or shop has fallen into
disrepair and cannot be used until repaired. To repair a Laboratory or Workshop the
character must pay a number of HPs equal to 1/2 the original cost.

Boundary: A mystical HQ can also establish a boundary. This is a potent mystical


defense that puts others at a disadvantage and alerts the magician to their presence. It is
FC 3, with the APs acting as the area of the boundary.

Within the boundary, the magician automatically detects the presence of any who cross it.
This does not reveal who they are, how powerful they are, or where they are, only that
they have crossed the boundary.

Also within the boundary, anyone who is not otherwise specifically designated suffers a -1
AP to all mystical powers.

Immortal Cost: 20

This character does not grow old and cannot die of old age. Anything else goes. He can
catch diseases, be poisoned, get shot, or be killed in a car accident. However, he will
never die of old age, grow senile, or lose his beauty or hair. Immortal characters are
immune to effects that would alter their age.

Independence (Golden Age Only) Cost: 10

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Mere hours after the Japanese attack on Pearl Harbor, President Franklin Delano
Roosevelt contacted all of the mystery men and costumed heroes in the United States
and asked them to band together for the All-Star Squadron. He then gave them the task
of battling Axis saboteurs in North America. Since very few heroes refused to comply with
Roosevelt’s wishes, all characters generated for a Golden Age campaign who do not
purchase this advantage are automatically assumed to be members of the All-Star
Squadron.

A character with this Advantage is not bound by the restrictions placed on the All-
Star Squadron members, but at the same time he receives none of the benefits of
membership.

If a player purchases this Advantage and also wants to buy a Connection with the
All-Star Squadron, he must pay for the Connection. A Low-Level Connection in this case
would cost 20 Hero Points and a High-Level Connection would cost 25 Hero Points. The
character’s Background must explain how the hero gained the Connection without
becoming an All-Star Squadron member.

This could conceivably be adapted to a modern, fantasy, or futuristic campaign. A


modern or futuristic campaign could be based in a communist or other tyrannical country
where all heroes are conscripted into government service. In a fantasy campaign, the
character could be a knight errant, mercenary, ronin, or other warrior unaligned in the
politics of the day.

Indestructible Costume Cost: 5

Some characters are constantly tearing and destroying their costumes. This can
compromise a hero’s identity, to say nothing of his modesty. Not so the character with this
handy advantage! This character’s costume can not only endure the rigors of the
character’s powers without harm, it is practically indestructible. At best, his cape might
get ripped up or a sleeve torn, even if blasted with enough force to kill him!

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License to Kill Cost: 20

A character with this advantage is in law enforcement, intelligence, or the military


and is authorized by the government to exercise lethal force in certain situations. Thus,
the character may not be penalized for using Killing Combat if he kills in self-defense or in
defense of others. Killing Combat against innocents, non-combatants, or bystanders is
still murder and the character who does such still forfeits all HP rewards.

Longevity Cost: 15

The character with this advantage has an extended lifetime. He will still grow old,
though slowly, and die, though after many more years than a normal person. Enemies
attempting to increase the age of a character with longevity suffer a +2 CS to OV and RV.

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Magical Background Cost: 10 or 50

Magical Background is what separates a dabbler with minor magical abilities from a
magus in command of awe-inspiring sorcery. A character with a magical background is
born with the ability to wield magic. No true human character may purchase Sorcery or
Occultist bonus subskills, without first purchasing this Advantage.

All characters with the Magical Background advantage are inherently magical in
nature and may be detected using the Magic Sense power.
In a typical superhero campaign, like Justice League of America or Teen Titans,
magic is just another power with no real difference between it and other abilities. In such
campaigns, this advantage should only cost 10 HPs.

In magical campaigns, like those in Vertigo or Justice League Dark, this advantage
is far more important. It costs 50 HPs. In these campaigns, purchasing this advantage
halves the Base Cost of Sorcery, reducing it to 375 HPs.

In fantasy campaigns, this advantage costs 50 HPs and without it a character cannot
purchase mystical powers without spending double the HPs on the power’s Base Cost. It
still halves the Base Cost of Sorcery, reducing it to 375 HPs.

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Mastermind Cost: 15

A character with this advantage is especially cold and calculating when dealing with
others. He may have no real emotions, such as an android, or may simply be a ruthless
and manipulative soul like Lex Luthor. He may link his Charisma skill to his INT. This
advantage is only available when the Charisma skill is first purchased. It may not be
added later.

Mystic Warrior Cost: 20

A character with this advantage is attuned with mystical energies that flow
through himself and the universe around him. He has learned to draw upon those
energies to fight. This could be a mystical monk or a Jedi Knight. He may link his
Acrobatics, Martial Arts, Vehicles, and Weaponry skills to his INFL. This advantage is
only available when the skills are first purchased. It may not be added later.

A character with this advantage cannot have the Brute or Psionic Warrior advantages.

Parapsychologist Cost: 10

A character with this advantage is knowledgeable in the Occult, but not spiritual about
it. Instead, he approaches it from the point of view of science. This could be a
parapsychologist character, such as a ghost hunter, or an adventuring skeptic
archeologist like Indiana Jones.

He may link his Occultist skill to his INT. This advantage is only available when the
Occultist skill is first purchased. It may not be added later.

A parapsyhologist cannot gain any of the Occultist bonus subskills.

Popularity (Golden Age Only) Cost: 20

In a Golden Age campaign, all costumed heroes are extremely well-liked by the
general populace because they personify powerful symbols of the American struggle
against the Axis. Thus, all Golden Age heroes are considered to have the Popularity
Advantage automatically at no cost. By paying 20 HPs, a player may obtain a sort of
extreme Popularity to bolster his hero’s public image further. Extreme Popularity doubles
the Persuasion Multi-Attack bonus described in the last paragraph of the Popularity
description found on page 35 of The Character Handbook.

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Psionic Warrior Cost: 20

A character with this advantage has honed his mind to master his nerves and body
to a degree that is amazing. Alternately, he could be stunningly brilliant and able to use
his mind as a weapon in combat. This could represent a warrior genius like Deathstroke
or a psionic warrior like a Bene Gesserit. He may link his Martial Arts, Vehicles, and
Weaponry skills to his INT. This advantage is only available when the skills are first
purchased. It may not be added later.

A character with this advantage cannot have the Brute or Mystic Warrior advantages.

Rank (revision) Cost: Variable

Purchase of this Advantage causes a character to begin play with an official rank in
the Armed Forces. The more points spent on the Advantage at the time of the purchase,
the higher the rank. Refer to the table below to determine the exact cost of the Rank
Advantage.

The Rank Advantage is sort of a dual-edged sword. While rank, of course, has its
privileges, characters with a rank are automatically subject to orders from military
superiors. Characters with the Rank Advantage receive the License to Kill advantage for
free. All characters with a rank of O-3 or higher automatically receive the Free Access
(Military) and Security Clearance (Low) Advantage at no cost. Those ranked O-7 or
higher receive Security Clearance (Medium).

Hero Points spent for Character Improvement cannot be used to increase a


character’s Rank Advantage. A character can only increase in rank by being promoted by
his superiors. Circumstances that can lead to a promotion can range anywhere from
internal politics to a reward for valorous service in the field. It is up to the GM to
determine whether a character has earned a promotion, and a player may decline a
promotion if he feels the character would prefer to remain in the lower rank. Sgt. Rock, for
example, has declined promotion many times in order to remain as topkick of Easy
Company.

Rank Table

Pay Grade HP Cost

E-1 through E-3 5

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E-4 through E-6 10

E-7 through E-9 15

W-1 through W-5 20

O-1 through O-2 25

O-3 through O-4 30

O-5 through O-6 35

O-7 through O-8 40

O-9 through O-10 45

O-11 50

Ritual Discipline (revision) Cost: See below

Characters with the Occultist (Create Artifact or Ritual Magic) subskills may purchase one
or more special Scholar advantages known as Ritual Disciplines. These advantages
increase their effectiveness whenever they perform occult rituals or create occult artifacts
mimicking certain specified powers. A character purchasing an advantage in one of the
Ritual Disciplines described below receives the standard -2 OV/RV CS bonus to the
Occultist Action Check necessary to perform any Ritual or create any Artifact mimicking
the effects of one or more of the Discipline’s listed Approved Powers. Furthermore, the
character with a Scholar (Ritual Discipline) advantage also receives the CS bonus when
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using the Occultist (Identify Artifact or Occult Knowledge) subskills to gain knowledge or
recognize artifacts pertaining to their area of expertise.

Characters with Sorcery receive a +2 CS to their RV against the mystical backlash of


mimicking an Approved Power.

A character with this advantage who purchases an appropriate Approved Power, gains a
-1 FC Bonus to the cost.

Alchemy Cost: 25

Alchemy, the Ritual Discipline that spawned science, has a tainted reputation among
contemporary occultists, although it is still practiced intermittently in the modern world.
History is filled with tales of alchemical triumphs- turning lead into gold, the great crucible,
the universal solvent, animating golems, creation of the Philosopher’s Stone- but over
time, the sacred lore of alchemy has been lost and corrupted. Today, alchemy has
become a magic most associated with crafting Artifacts and potions and it has almost as
much in common with science as it does with magic.

Approved Powers: Acid, Cell Rot, Disintegrate, Healing, Glue, Poison Touch, Matter
Manipulation, Slick, and Transmutation.

Beast Magic Cost: 25

This form of magic deals with the natural world, with animals, instincts, and the wild and
untamed. It is red in tooth and claw and its masters are never quite domesticated.

Approved Powers: Animal Control, Animal Mimicry, Animal Summoning, Animal


Transformation, Awareness, Eye of the Cat, Life Sense, Shape Change, and Speak with
Animals.

Chaos Magic Cost: 25

This form of magic deals with the bizarre, the unexpected, and the chaotic. Casters
of this type of magic open themselves to channel the wild forces of Chaos, never really
knowing what their mystical abilities will render into reality.

Approved Powers: Confusion, Mutation, Dumb Luck, Fortean Rain, Hex, and Polymorph.

Combat Magic Cost: 30

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This form of magic deals with combat. It is deceptive in that it appears simple, but
requires a great amount of time and effort to master. Some mages scoff at it as peasant
magic for its lack of subtlety.

Approved Powers: Flight, Magic Sense, Magic Blast, Magic Field, Magic Shield, and
Mystic Blast.

Darkness Magic Cost: 25

Darkness and Light are palpable forces with lives of their own. Darkness is symbolic of
the hidden, lost, and unknown. It feeds on fear, obfuscation, deception, confusion, and
secrets.

Approved Powers: Aura of Fear, Cloud the Mind, Confusion, Darkness, Dimensional
Travel, Energy Absorption, Fog, Mystic Freeze, Shade, and Shadow Animation.

Demonology Cost: 25

This is black magic, the darkest and vilest of all disciplines. Demonologists call upon the
denizens of Hell for knowledge and power. The power is vast and sinister and it always
comes at a terrible price. Demons and devils like Neron and Mephisto are always
listening and those that call will be answered, gaining wishes, power, and boons at the
cost of their soul. Be careful what you wish for… Those that sell their soul often find that
the power gained is little better than a terrible trick!

Approved Powers: Aura of Fear, Cloud the Mind, Dimension Travel (Summoning and
Banishment), Enchantment, Exorcism, Flame Animation, Mystic Fire, Personality
Transfer, and Phobia.

Dimensional Magic Cost: 45

This potent discipline deals with alternate dimensions and planes of existence. Its
followers are explorers in other realms of existence with the power to traverse
dimensions, channel cosmic energies, and travel the astral realms to point in space, time,
or thought.

Approved Powers: Awareness, Dimension Travel, Sensitivity, Spirit Travel,


Teleportation, Time Travel, and Two Dimensional.

Elder Magic Cost: 50

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This form of magic deals with the Old Ones and their dread agents. These strange gods
are older than creation, twisted, and mad, generally caring nothing for human affairs. In
fact, it is unknown whether they even realize that their cultists are calling upon them for
aid. The ultimate goal of this insane discipline is to align the stars and open the gateway
through which the Old Ones and their minions shall return.

Approved Powers: Age Manipulation, Animate Dead, Aura of Fear, Awareness, Control,
Dimensional Travel, Fortean Rain, Mental Illusion, Mutation, Necroscope, Personality
Transfer, Polymorph, Speak with Spirits, Spirit Travel, Suspension, Swarm, Warp, and
Water Freedom.

Elemental Magic Cost: 40

The four elements- earth, air, water, and fire- were understood by the mages of ancient
Atlantis as the cornerstones of all matter and the building blocks of reality. The scientists
of the modern world loudly criticize elemental theory, but have inadvertently re-endorsed
it. In categorizing matter into gas, liquid, solid, and energy, they have come full circle to
rediscover the air, water, earth and fire understood by the Atlanteans. Like Alchemy,
Elemental Magic shares a few strong bonds with science.

In the comics, each of the four elements is inert on the basic level, but alive and
intelligent on a metalevel. Each regularly spawns its own protector to safeguard the
biosphere and protect the living planet, such as Swamp Thing or Man-Thing.

Approved Powers: Air Animation, Air Control, Earth Animation, Earth Control, Flame
Animation, Flame Control, Plant Animation, Plant Control, Plant Growth, Speak with
Plants, Water Animation, Water Control, and Weather Control.

Enochian Magic Cost: 25

Enochian Magic is the antithesis of Demonology. Its disciplines draw upon the powers of
the Holy Omnipotent: the Voice, the Source, God- whatever He is designated. Those
drawing on such incredible power have an ally unlike anything else in the Multiverse, but
they must obey His law and work to His aims, not their own.

Approved Powers: Broadcast Empathy, Compel Truth, Damage Transference, Healing,


Iron Will, Exorcism, Regeneration, Life Sense, Magic Resistance, Truesight, and Turn
Undead.

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Green Magic Cost: 25

This form of magic deals with the everlasting Green. It is similar to elemental magic, even
spawning its own elemental protector, but it is patient and wise, inscrutable and
omnipresent. Few humans can control it well enough to be considered masters.

Approved Powers: Awareness, Life Sense, Growth, Plant Animation, Plant Control,
Plant Growth, Poison Touch, Joined, Regeneration, Speak with Plants, and Systemic
Antidote.

Illusionism Cost: 25

This discipline involves trickery, pranks, mischief, and misdirection. It is the subtlest of the
Arts, altering perceptions and fooling the weak minded.

Approved Powers: Animate Image, Darkness, Flash, Fog, Illusion, Invisibility, Mana
Concealment, Mental Illusion, Phobia, Sensory Block, Shadow Animation, Truesight, and
Two Dimensional.

Immortality Magic Cost: 20

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Throughout history, so many mages have sought to cheat death that their efforts have
spawned an entire Ritual Discipline dedicated to the goal. It was originally the core goal
of Alchemy but has diverged over time. As Alchemy grew more to be about simply
making Artifacts, Immortality Mage remained true to the original goal of living forever.

Approved Powers: Age Manipulation, Mind Over Matter, Regeneration, Sealed


Systems, Skin Armor, Sleep, Suspension, and Vampirism.

Mesmerism Cost: 25

This form of magic deals with telepathy, hypnotism, and mind control. It enchants and
entangles, alters perceptions and plumbs the recesses of memory. Like Alchemy and
Elementalism, it has a close affiliation with science. While uncommon in the modern era,
in the Golden Age mesmerism was perhaps the most popular discipline.

Approved Powers: Charm, Cloud the Mind, Compel Truth, Comprehend Languages,
Confusion, Control, Exorcism, Hypnotism, Iron Will, Mental Freeze, Mental Illusion, Mind
Probe, Personality Transfer, Shouting, and Telepathy.

Necromancy Cost: 25

Necromancy is the art of death and the antithesis of Immortality Magic. Its practitioners
are skilled in the manipulation of the very essence of life and the dark energies of
undeath. Among their triumphs are the reanimation of dead tissue and the entropic
disintegration of solid matter.

Approved Powers: Animate Dead, Aura of Fear, Cell Rot, Disintegration, Necroscope,
Phobia, Sleep, Spirit Drain, Suspension, Turn Undead, and Vampirism.

Reinforcement Magic Cost: 25


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This form of magic deals with reinforcing structures, repairing things, and creating
objects. It is a versatile, if somewhat weak, form of magic.

Approved Powers: Fabricate, Hypersensitive Touch, Invulnerability, Jumping, Mind Over


Matter, Object Awareness, Running, Skin Armor, and Strike.

Rot Magic Cost: 25

This is the antithesis of Green magic and it always seen in conflict with it. It deals with
decay, death, waste, and entropy. It is mindless, devouring all in its path.

Approved Powers: Acid, Age Manipulation, Animate Dead, Cell Rot, Devour,
Disintegration, Plague Touch, Poison Touch, and Swarm.

Shamanism Cost: 25

The world around us is filled with spirits. Spirits of the living that animate all life and fill the
universe with energy and spirits of the dead that offer wisdom and guidance. Shamans
can speak to these spirits, sing to them, and gain from them assistance and guidance.

Approved Powers: Awareness, Animal Mimicry, Animal Summoning, Eye of the Cat, Life
Sense, Necroscope, Plant Growth, Shape Change, Speak with Animals, Speak with
Plants, Speak with Spirits, Spirit Travel, and Weather Control.

Soothsaying Cost: 20

Soothsaying is one of the oldest and most widely practiced Ritual Disciplines. It is the
magic of knowledge and lore, seeking to divine patterns in the random that will unlock
understanding of the universe and the future. Pagan oracles, gypsy fortune tellers, and
wise astrologers all make use of soothsaying, each with a special focus: cartomancers
prefer Tarot cards, astrologers use star charts, numerologists juggle numbers, palmists
examine lines on the human hand, oracles gaze into fires and smoke while taking potent
hallucinogens, fortune tellers gaze into crystal balls- the list is nearly endless.

Approved Powers: Awareness, Empathy, Intuition, Mind Probe, Postcognition,


Precognition, Remote Sensing, and Truesight.

Spirit Medium Cost: 25

This form of magic deals with ghosts and spirits of the dead. Mediums, oracles, and

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sensitives are the practitioners of this ancient art. In the modern day so many frauds have
claimed these powers that the real practitioners frequently seek anonymity.

Approved Powers: Awareness, Exorcism, Iron Will, Life Sense, Necroscope,


Postcognition, Precognition, Sensitivity, Speak with Spirits, Spirit Drain, Spirit Travel, and
Truesight.

Technomagic Cost: 25

This cutting edge magic deals with the modern world of machines and computers. It is
the modern version of Alchemy, the art of mad science, and the least understood of
magical disciplines. Many magicians fear this magic and where its influence could lead
the human race.

Approved Powers: Animate Object, Cybertelepathy, Energy Control, Fabricate, Pulse,


Radio Communication, and Virtual Projection.

Transformational Magic Cost: 25

This magic deals with the Metamorphosis, one of the primal forces of reality. It transforms
people and things, willingly and otherwise.

Approved Powers: Chameleon, Matter Manipulation, Molecular Chameleon,


Petrifaction, Self Manipulation, Shape Change, Transformation, and Transmutation.

Voodoo Cost: 25

Voodoo is a cult magic that draws its power from the unseen Loa, bargaining with them
for favors, vengeance, and knowledge, exchanging worship and voluntary possession in
elaborate rituals. The most famous of voodoo abilities are the use of the sympathetic
magic (voodoo dolls) and the creation of zombies.

Approved Powers: Animate Dead, Aura of Fear, Cloud the Mind, Eye of the Cat,
Fortean Rain, Hex, Necroscope, Personality Transfer, Plague Touch, Poison Touch,
Speak with Spirits, Spiritual Drain, Swarm, and Voodoo.

White Magic Cost: 25

This form of magic is the antithesis of Darkness magic, the mysticism of the Light. It
exists to help in combating darkness and evil and uncover deceit and falsehood.

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Approved Powers: Awareness, Compel Truth, Damage Transference, Enchantment,
Exorcism, Healing, Iron Will, Magic Resistance, Sensitivity, Truesight, and Turn Undead.

Witchcraft Cost: 40

This form of magic is used for a wild variety of things like fertility, crops, love, cures,
curses, etc. It is the oldest of all magic and embodies the wisdom of centuries of wise
men and women who sought an understanding of the world around them.

Approved Powers: Animal Control, Animal Summoning, Aura of Fear, Awareness, Eye
of the Cat, Fortean Rain, Healing, Hex, Plague Touch, Poison Touch, Precognition,
Postcognition, Remote Sensing, Sensory Block, Shape Change, Sleep, Speak with
Animals, Speak with Spirits, Suspension, Systemic Antidote, Transformation, and
Weather Control.

Scholar (revision)

To help determine the OV/RV of Scholar checks, use the table below:

Availability of Information OV/RV

Very Common 2

High school science, math, or literature; pop culture trivia; television’s version of history or
politics; literary knowledge revealed in movies

Common 4

College science, math, or literature; history and politics found in easily available books

Uncommon 6

Cutting edge science; graduate level literature or history; occult knowledge; unpopular or
politically incorrect theories of theology, history, or politics

Very Uncommon 8

It’s no longer taught or is extremely politically incorrect- such as the rules for ancient art,
the historical violence of Islam, or the brutality of General Sherman’s war crimes

Rare or Complex 10
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Knowledge that has been obscured or lost to history; deep occult lore; advanced
sciences like quantum mechanics or genetics; or knowledge that can only be gained by
deduction, such as the analysis and comparison of literature or cracking an ancient code

Very Rare or Complex 12

Who shot Kennedy; what landed at Roswell; where the Ark is buried; theoretical sciences
like time travel and artificial intelligence

Suppressed or Dangerous 15

Cthulhu mythos; the names of real leaders of government; the location of the remains of
the Cross; science far advanced of the modern era like warp space mechanics,
psychohistory, or positronics

Scientist Cost: 30

The character with this advantage is a skilled scientist capable of running tests that can
analyze the physical world. This enables the character to identify the structure, function,
and abilities of any physical object, whether it is an electronic computer console, an alien

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genetic code, a strange new weapon, or a super-powered villain. A character with this
advantage can discover how such objects are designed and can recognize even minor
structural flaws.

The character makes a Perception Check to examine an object using his INT or an
appropriate skill as AV/EV. The appropriate sill depends upon what is being examined.
Medicine covers biological organisms, Vehicles cover vehicles, Weaponry covers
weapons, and Gadgetry covers all other devices. Gadgetry can be used in place of the
other skills, but doing so imposes a +1 CS penalty.

The OV/RV vary depending on the situation. Normally they are set by the GM based on
the complexity of the observed object. However, the INT/MIND or the APs of skill of the
object’s creator may also be used. RAPs equal the Information Perceived. Some pieces
of information may require more than a single dice action to uncover.

Generally, a character must Search for an object’s traits, so Notice Perception checks
have their OV/RV penalized by +1 CS.

If examining a Gadget, RAPs indicate the scientist’s ability to understand and use the
item:

· 1 RAP: The character possesses a rudimentary understanding of the object


sufficient to operate or repair the object (if applicable) with a +3 CS modifier as the OV of
any such attempt. This penalty replaces Unskilled use modifiers.

· 1/2 RV: The character possesses a working knowledge of the object and can use it
or repair it with a +1 CS modifier to the OV of such any such attempt. Furthermore, the
character is knowledgeable of any hidden weaknesses inherent to the object, allowing
the character to discover a physical or mental attack form to which the object is
vulnerable and the location most likely to cause the greatest damage. The object’s OV is
reduced by the character’s APs of Intelligence or Gadgetry skill, to a minimum of 1, for
one attack only.

· Full RV: The character possesses complete knowledge of the object and may
operate and repair it with no penalties whatsoever. He may also design gadgets similar
the object, with the Design Gadget subskill. Such gadgets which will function, once
created, at an AP level equivalent to the original object.

Attempts by a character to identify an object which is the product of an isolated or


alien technology should be modified by the Universal Modifier Table. An attempt to
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identify a device built by aliens who are remarkably similar to humans might be Difficult,
while an attempt to identify a device constructed by aliens so different from humans that
their thought patterns are completely incomprehensible to the human mind might be
Beyond the Limit.

This advantage replaces the Analysis subskill of Scientist.

Security Clearance Cost: 15, 20, or 25


Most Soldiers and Government Agents (including some superhumans) will have
Security Clearance at a given level, allowing the character access to certain government
and military installations and databases. A character with Security Clearance usually
holds rank within the military (including intelligence agencies). Such characters can use
their Clearance to take command of military units.
Note that all levels of Security Clearance usually provide the benefits of the Free Access
advantage, although some situations may restrict its use. A backwoods sheriff might not
recognize a SHIELD ID badge, and deny the spy access to a crime scene.
A character with rank in the military is subject to military discipline and the chain of
command. This is an important detail since such a character’s actions and duties may
well be determined by his superior officers. Also, it is important to remember that Security
Clearance is granted on a nation by nation basis. A CIA agent has no jurisdiction in Japan
unless the Japanese government allows him such. Most countries will grant agents of
allied foreign nations no clearance higher than Low unless it is a dire emergency.
A Low Level Security Clearance costs 15 HPs and grants access to secret areas
and documents, and generally allows free entry and exit from any military compound,
although certain areas will be off-limits. In game terms, a Low Clearance allows the
bearer to pass-through government Security ranked at 12 APs or less (subject to GM
discretion, of course). This would indicate a character who has a high level enlisted rank
or a low level officer rank, like a Sergeant or Lieutenant.
A Medium Level Security Clearance costs 20 HPs and allows deeper access into
Government facilities and files, including those considered top secret. The bearer can
pass through government Security ranked at 15 APs or less. This would indicate a
character with a high level officer rang like a Major or Captain.
A High Level Security Clearance costs 25 HPs. Characters at this level of
clearance are among the top leaders of government, intelligence, and the military, such
as Generals and Admirals. Such clearance is not lightly granted, as it allows access to all
levels of secret government information (although there are always exceptions). High
Level Clearance allows the bearer to pass government Security ranked at 18 APs or less.
A player who wishes to purchase High Clearance for his character must include in his
background how he gained such Clearance, and GMs are perfectly entitled to refuse this
advantage if they deem it inappropriate to their campaigns.

Sidekick Cost: Variable


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The Sidekick Advantage allows a hero to begin play with a lesser powered (and
usually younger) hero as his sidekick, partner, or assistant. In the Golden and Silver Age
of comics, sidekicks were extremely common. Modern comics are generally too serious
for such a concept.

This Advantage has a variable cost that is dependent on the capabilities of the
sidekick. A player who wishes to purchase this advantage must first create the proposed
sidekick as a complete character. The cost of the Sidekick Advantage is equal to one-
third of the total number of Hero Points necessary to create the sidekick, rounding all
fractions up. The sidekick’s abilities and methods usually roughly mirror those of the adult
hero. For example, the Sandman’s sidekick is Sandy the Golden Boy, essentially a
younger version of the Sandman himself. Except in rare circumstances, a sidekick will
almost always have the Thrill of Adventure Motivation.

The GM plays the role of the sidekick. Sidekicks always have an attitude of
Enamored toward their patron hero and almost always follow the patron hero’s orders to
the letter. But like Rank, the Sidekick Advantage is something of a two-edged sword.
Most sidekicks are rather headstrong and have a penchant for getting themselves into
dangerous situations they are incapable of handling, forcing their patron to rescue them.
In fact, the ability of sidekicks to get themselves captured or endangered often transforms
them into as much of a liability as an asset.

Beginning GMs should probably not allow their players to select this Advantage. In
fact, even highly experienced GMs are advised to monitor closely the creation of the
sidekicks for their campaigns. Feel free to prohibit any sidekick who will not make an
interesting addition to both the campaign and to the patron hero. You should also prohibit
any sidekick who does not have at least one or two foibles built into his personality that
might be used against the patron hero.

Sport Cost: 10 each

A character with this advantage has extensive knowledge of and experience playing a
sport, such as football, baseball, hockey, soccer, basketball, skiing, ice skating, golf,
boxing, etc.

Some sports may not seem appropriate for this advantage, notably gymnastic sports,
fencing, jousting, boxing and other martial arts, etc. There is a difference between fighting
in real life and playing a game. Thus, a character with an advantage in one of these
sports may use his relevant skill in place of his DEX when playing.
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An athlete with this advantage is adept at playing the sport and knowledgeable of its
strategies, rules, records, famous stars, etc. Playing the sport requires a check with DEX
or STR, whichever is more relevant, as AV/EV and the opponent’s DEX or STR as
OV/RV. Both sides roll and RAPs are compared to determine a winner. Participants with
this advantage gain a -2 CS bonus to their OV/RV.

The character can also recognize any important figure of and appraise any fact or
strategy on his subject through a successful Perception Check with AV/EV being equal to
the character’s INT/WILL and OV/RV being 4. He may also make Knowledge Checks
about his subject with a -2 CS to his OV/RV.

Any attempt made by a character with this advantage to use interaction on another
character receives a -1 CS to OV if the attempt involves a discussion of the sport or takes
place in an appropriate area like an arena, stadium, or sports bar.

A character may possess more than one Sport advantage, indicating that he can
play several sports, but the advantage may only be purchased once to cover any
particular sport. Thus, a character could not purchase the Sport (Baseball) Advantage
three times to achieve a cumulative modifier.

System Specialization Cost: 20 each

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This advantage functions like Scholar, but is applied to specific systems aboard
complex vehicles like starships. Such systems include communications, helm, sensors,
tactical, etc. When operating or repairing the specialized system, the character receives a
-2 CS bonus to all OVs. This advantage can be taken more than once, with each
additional advantage being another system.

Trade Cost: 15 each

A character with this advantage has extensive knowledge and ability in a trade or craft. It
can only be a single trade or craft: blacksmith, tailor, radio repair, car repair, carpentry,
masonry, jeweler, welding, plumbing, electrician, pharmacist, etc.

For modern, real-world items, this advantage functions like Gadtery, allowing the
character to design, repair, build, and identify objects related to his trade. This is a dice
action requiring a lot of time. The AV/EV of the roll is equal to the character’s INT/DEX
and the OV/RV is 4 for basic things on the level of an apprentice, 6 for more involved
projects suitable to a journeyman, and 8 for advanced projects that only a master can
accomplish. The RAPs gained indicate the quality of the work:

· 1-2 RAPs: The work is shoddy. It will suffice, but will likely not endure. It is better
suited to a jury-rig.

· 3-5 RAPs: The work is commonplace. It will do what it is supposed to, but will not
impress anyone. It is the minimum of what is considered professional.

· 6-9 RAPs: The work is quality. It will impress laymen and do its job expertly. It is
obvious to anyone that it is the effort of a skilled professional.

· 10+ RAPs: The work is a genuine masterpiece. Even those skilled in the trade will be
impressed. It will not only do the job, it will make the job easier to do. There is no
mistaking that the work is outstanding

Repairs are more straightforward. RAPs gained on a repair effort simply restore
RAPs lost to damage. On items that really have no ability scores, such as clothes, any
result that achieves RAPs fully repairs the item.

Trades are not a quick process, but are so variable that giving any sort of timetable for
them is impossible. Instead, it’s up to the GM to use his best guess as to how long the
creation of a piece or the repair of an item takes. Simple or straightforward jobs may take
10-13 APs. More involved or obscure jobs may take 18-20 APs. Some jobs are extremely
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time intensive, like bridges or houses. These could take 21-23 APs and require extra
manpower.

Often trades are expensive, requiring usually requiring a minimum 1-3 APs of money
for tools and 1-4 APs of money for parts or raw materials. Expansive projects like
buildings require a great deal more.

A character may possess more than one Trade advantage, indicating that he is
skilled in several trades, but the advantage may only be purchased once to cover any
one particular trade. Thus, a character could not purchase the Trade (Carpentry)
Advantage three times to achieve a cumulative modifier.

This advantage is similar to the Gadgetry skill. The difference is that a Trade is only
capable of constructing or repairing modern real-world objects that offer little advantage
in a superhero’s line of work. Thus, laser guns or robotics is better suited to Gadgetry,
whereas car repair and blacksmithing are trades.

Unlimited Resources (Golden Age Only) Cost: 15

During WWII, gasoline, certain foodstuffs, and other items were strictly rationed by
the United States Government, meaning that most Americans were allowed to purchase
only limited quantities of these special goods. A character with the Unlimited Resources
Advantage, however, is under no such restrictions and may purchase as much of any
item as he desires.

Item rationing affects a typical DC Heroes campaign in a couple of ways.


Characters without the Unlimited Resources Advantage are required to add a +1 CS to
the OV/RV of their Wealth Checks whenever they are attempting to purchase a rationed
item. For the purpose of this rule, all parts necessary for the construction of a gadget or
artifact are automatically considered rationed items. Characters without Unlimited
Resources are also unable to travel at will by automobile, due to gas shortages,
sometimes forcing them to rely on alternate and inconvenient methods of transportation.
The only time the +1 CS is not used is when a player is making an Upkeep roll, as
described on page 46 of The Rules Manual.

Rationed items in the U.S. included gasoline, butter, milk, eggs, oil, coffee, leather
goods, boots, sugar, and tires. See the relevant portion of the encyclopedia entry on page
22 of the World at War Sourcebook for details.

A GM running a campaign set in a dystopian future may decide that this


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advantage is appropriate and may declare other goods restricted.

Vehicle Specialization Cost: 25 each

This advantage functions like Scholar, but is applied to specific vehicles, such as
jets, motorcycles, starfighters, power armor, etc. When operating or repairing the
specialized vehicle, the character receives a -2 CS bonus to all OVs. In addition, the
character receives a +2 to Initiative in their favored vehicle.

This advantage can be taken more than once, with each additional advantage being
another vehicle.

Weapon Specialization Cost: 25 each

This advantage functions like Scholar, but is applied to specific weapons, such as
swords, longbows, pistols, power rings, etc. When using or repairing the specialized
weapon, the character receives a -2 CS bonus to all OVs. In addition, the character
receives a +2 to Initiative when using their favorite weapons.

This advantage can be taken more than once, with each additional advantage
being another weapon.

Next Week: DRAWBACKS!

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