Lords of Ether (20th Anniversary Edition) Heroes
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- Creating a Nation
- Creating a Transtellar
- Creating a Hero
- Advancement
- Armies
- Air Forces
- Navies
- Fortifications
- Weapons of Mass Destruction
- Agents
- Mages
- Types of Magic
- Production
- Trade
- Operations & Logistics
- Reference Tables
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Introduction
As a hero you play primarily as an individual character, though some heroes may also have a band of loyal companions or perhaps a small army at their command, or even a large following. Though heroes may be "just one man" (or woman!) they are not normal men or women. They are people who can change the fate of nations and worlds with their actions, perhaps by wielding powerful magics or lethal weaponry, perhaps though guile and subterfuge, or sometimes just by an overabundance of pure dumb luck! Whatever the cause, their actions can be the stuff of legends.
It is important to realize that while Heroes can be made with great personal power, the key ingredient for a successful Hero is the story that surrounds and follows his or her exploits. Thus, rather than just apply the rules for raw magic or gadgetry, the player of a Hero should give their character distinctive traits, quirks or peculiarities; missions, quests or hooks into the stories of the existing world. A hero can change the fate of the planets, but in the end it will more often than not be because of the story that he told while doing so, rather than the power of his abilities that he exerted in the process.
For no matter their personal power, a hero is the smallest level of Power in Lords of Ether. No Heroic character can ever match an Nation or Transtellar. However, Heroes are easier to make and to manage. They are excellent for new players testing the waters, or for players who do not wish to deal with the complexity of all the rules, or do not wish to be continually immersed in the game as can be required to build a viable nation or company.
Character Shields
However, before we start, a note on Character Shields: Yes, they exist in Lords of Ether, and Heroes get them. Character Shields are what allow you to escape from really nasty situations. Every Hero starts with three Character Shields, and they are used up at the GM's discretion. This is usually after all other options have been exhausted and a character has technically died. Character Shields are not magic, and they function within the framework of the current story in a believable manner. They are also finite, so try not to get into too many impossible situations, as there is no way to buy more, or regain them once used.
Creating a Hero
A Hero begins with 60 Starting Points (SP) to spend during character creation. Disadvantages may raise this total, though no Hero can ever spend more than 100 SP. Unlike Nations and Transtellars, Heroes do not gain extra points for starting later in the game.
Heroic Traits
The first step is to decide exactly what kind of man or woman your Hero will be. Will she be a stealthy super spy? A master magician? A flinty gunfighter? Traits are used to describe the exceptional skills or knowledge your Hero has. Heroic Traits do not describe equipment or magical powers, nor are they dependent on the level of Advancement in Magic or Technology categories. Think of them as guides to the sort of Hero your character will be, and the kind of stories you plan to tell.
However, Traits also have a game effect. Many of them roughly equate to a type of unit in the game, so by taking Traits you are building the basic statistics of your character upon which the Added Capabilities and Advantages you choose will be built.
A Hero starts with three Traits. You do not have to use them all, but there is no reason not to as they do not cost SP, nor do you gain SP by not using them. Additional Traits can be gained by taking Companions, at a rate of one per Companion. It should be noted that it is in fact the Companion who has the Trait, but the Hero can make use of it so long as the Companion is around - and loses it if that Companion is not! A player can also decide to assign some of the Hero's Traits to a Companion instead, though no Companion can ever have more Traits than the Hero. Each Companion must also have at least one Trait.
You can also take Negative Traits. These are optional, and describe things your Hero is particularly bad at. Each Negative Trait grants the character who takes it one extra Positive Trait, and you can take as many as three Negative Traits overall. This total includes those taken by Companions. Be warned, Negative traits can have a serious effect on your Hero, and should not be taken lightly. All Negative Traits affect not only the Hero or Companion who has them, but the entire party, as the others must now go out of their way to cover for their partner's inabilities. Most Negative Traits will cancel out an opposing Trait if both are taken, but some are attached to positive Traits and modify or reduce their effects.
No matter how many Traits you take, consider them carefully as they will define the basics of your Hero. Below are some examples, though this list is not exhaustive and players should feel free to suggest their own Traits.
Traits List
Criminal Mastermind: Your character is a lord of larceny, a doctor of deceit, and an artiste of appropriation. A Hero with this trait is well versed in the seedier side of life and more likely than not has rather a name for himself in the underworld. This Trait covers a wide swathe of criminal knowledge and skills, however you can specify the particular methods your character prefers, such as "forgery" or "cat burglary". A character with this Trait does not have to be a practicing criminal - plenty of room for the reformed - but it certainly can't hurt!
Arms Dealer: Your character is a master at the logistics end of war - getting supplies and most critically, weapons. Perhaps you've got deep connections to Anaheim Electronics or you're just a regular at the military swap meets in the ungoverned territories of Cassa Nova. Either way, you know how and where to get weapons. This trait allows you to turn Wealth into military units exactly as if you were buying them with your Starting Gear advantage. The only limits are these units must be 10/1 or smaller (5/1 in case of ships) and you may only purchase one batch per month. (though for example buying 50 tanks and 5,000 infantry kits to add up to one batch in total is acceptable) Units will generally arrive the following month so long as you're somewhere civilized - it may take longer to smuggle them into an active warzone. You may also pay the industrial upkeep of any units you own directly with wealth instead, buying your spare parts, ammunition and supplies on the open market
Sneak: Often attached to Criminal Masterminds (particularly "cat burglars") a sneak is adept of getting into and out of places. Any places. Useful not just for the acquisitive but for the inquisitive as well, spies often make good use of this Trait. Heroes with this Trait are superior to the "Spy" Agent type.
People Person: Your hero just has a way with people. They may be a smooth talker, a stunning beauty, or just disarmingly cute, but they have ways of getting their way without resorting to chopping, blasting, frying or other assorted nastiness. This trait is a pre-requisite for "Diplomat.
Pilot: Your character is skilled at piloting or commanding some sort of vehicle. A general type such as "aircraft", "tank", "starship" or "GIANT ROBOT!" should be specified. Note that a Pilot can use pretty much any other vehicle (how hard could it be?) but this is the vehicle type they really excel at. Heroes with this trait are superior to normal pilots in their vehicle of choice.
Ace Pilot: Wow! You are hot shit! Other pilots recite your name and exploit with awe. There's probably even a combat manoeuvre named after you. Like Pilot, the Hero should pick the type of vehicle they are particularly skilled in, though they will be able to use pretty much any other vehicle as well. Ace Pilot counts as two Traits. Heroes with this trait are vastly superior to normal pilots in their vehicle of choice.
Academic: Your character is particularly learned, possessing great knowledge. Characters wishing to take "Extreme Archaeologist" or "Mad Scientist" must take this Trait, and while not required it isn't a bad idea for prospective Mages either - you never know when you may have to decipher some dusty ancient tome. Those who just wish to stay well informed on more esoteric subjects may also want to give it a look. This Trait roughly equates to a number of the more academic Agent types.
Engineer: Your character can build things. Really cool things! With the proper tools a Hero with this Trait can use their technical knowledge to its fullest extent. This trait is a pre-requisite for the "MacGyver" Advantage, and can be used as an alternate pre-requisite for the "Mad Scientist" Advantage, but anyone with high Technological Advancement or their own personal factory should consider taking this Trait.
Magical Aptitude: Your character understands some of the mystic arts. This Trait is a pre-requisite for any character wishing to use magic. It does not limit the level of magic the character can use, but it does determine how good they are at what they do. Characters wishing for some sort of magical power, but not necessarily to make it the main focus of their character should take this Trait. Heroes with Magical Aptitude are roughly equivalent to the "Master" Mage type, though are not limited by a Master's magic level restrictions. The Master level restrictions do still apply to any Companions with this Trait.
Magical Master: This Trait is for those who wish to fully plumb the depths of the arcane. For those who take it, magic is their Hero's focus, a focus they are very very good at. Magical Master counts as two Traits. Heroes with this Trait are roughly equivalent to the "Archmage" Mage type, though are not limited by an Archmage's magic rank restrictions.
Magical Embodiment: This trait is for those who prefer no rivals. This is for those who have plumbed the depths and now wish to attain the highest heights of the arcane art. Magic is not just what their hero does - it is what their hero is. The most expensive Trait, this counts as three normal Traits. Heroes with this Trait are roughly equivalent to the "Oracle" Mage type.
Combat: Your character is highly skilled with a particular fighting style. The type should be specified, such as "karate kid", "sniper" or "mad bomber!" - taking the "Combat" Trait does not make one an expert with ALL forms of war. Choosing a broadly defined definition for you Combat Trait is also no way to get around this limit. Combat Traits also do not include spell casting. Nevertheless all Heroes are able to fight to some degree - this Trait merely states you're particularly kickass at it. Heroes with this trait are superior to Special Forces soldiers.
Combat Master: Your character is skilled with a wide spread of personal weapons and fighting styles. If it can kill people, chances are she can use it. It helps to still define your character's preferred style: As a modern Ninja master you may well be able to snipe with the best, blow up bridges, or go wild with a fifty-cal, but it's charging in there with throwing stars and katana that really gets your blood pumping! Combat Master counts as two traits. Heroes with this trait will send Special Forces running off squealing for their mommies.
Ginormous!: Heroes are assumed to come in various human-sized (if not necessarily shaped) forms. The player who takes Ginormous! wants to go beyond that - possibly far beyond that. Ginormous! allows you to make your hero something particularly large, like a sentient super tank, or a multi-story mythical monster, or just Godzilla! Such large bodies must also be purchased as a military unit complete with all Added Capabilities (as a rule of thumb use Ginormous for any Military Unit of Batch Size 1 point per 10 or larger) however since the hero IS the military unit in question, the unit now benefits directly from the Hero's other Traits, Advantages, and even Character Shields. Anyone who takes Ginormous! is assumed to have some method of interacting normally with other characters, whether it be a remote controlled robot avatar, the ability to briefly shapechange into human form, or just a Companion who knows radioactive lizardspeak. Whatever the method, it should make sense given the Hero's Companions, Advancement levels or Advantages.
Tagalong: This is a Companion-only Trait. A Companion with this trait is just along for the ride. Maybe they're a little kid who follows the Hero around everywhere, an overly cute pet rat, or perhaps a drunken loudmouthed retainer who continually forgets which end of the sword he should be holding. They are invariably useless in any normal combat situation, often a nuisance while on the road, and generally useful only for comic relief. However, such Companions somehow prove to be almost indestructible, and manage to come through for the Hero at the critical moment by luck or hidden talent. . . before reverting to their usual useless self. In practice this Trait reinforces the character shields around the Companion.
Negative Trait List
Easy Mark: Your character is just naïve, gullible, trusting or simpleminded, or in other words, an easy mark. In practice it means what is yours quite often becomes someone else's pawn without your say so, or even knowledge. Items belonging to the Hero may be lost during the course of the game, and no Hero with this Negative Trait can start with the Advantages Rainy Day Fund, Diplomatic, or with any Starting Gear (though equipment purchased with normal Advancement Levels is still allowed). This Negative Trait is the opposite of Criminal Mastermind.
Thunder Foot: Your character couldn't sneak past a passed out drunk, let alone an alert security guard. Maybe they're clumsy, maybe they just always proclaim their entrance with a brilliant flash and a thunderous voice. While humorous or dramatic, it seldom has a good, practical effect. A Hero with this Negative Trait will always be known to those around him, and may not take the Advantages Right Place, Right Time or Lucky. This Negative Trait is the opposite of Sneak, and if taken in conjunction with Ginormous means that the Hero has no way of interacting normally with his surroundings.
Loner: Your character prefers the lonely road, and wanders the universe as a man apart. Perhaps you just can't stand the company of others, or perhaps your sworn enemy has killed your trusty sidekick and you just can't bear to risk anyone else's life in your quest for revenge. Whatever the reason, a Hero with this Negative Trait may not take Companions or Followers, or the Advantage Diplomat. This Negative Trait is the opposite of People Person.
Gnome Werks: A character with this Negative Trait has serious quality control issues. Perhaps they skipped a few critical classes while going through College, or maybe they just have no concept of the KISS principle. No matter the explanation, what this means is that anything produced by the Hero's factories or artifice will have serious flaws. Oh, it'll work, just not always as advertised. Just before each use, a random (and unknown) Negative Capability is added to any device produced by the Hero. This Negative Capability will change with each use, with one use lasting the duration of a single battle or scene. A Hero with Gnome Werks also cannot use the MacGuyver Advantage. Unlike most other Negative Traits, Gnome Werks is attached to the Engineer Trait and cannot be taken on its own.
Motion Sickness: A character with this Negative Trait has an aversion to vehicles, perhaps because the big things scare her, or maybe because the movement just makes her sick. Not only can they not operate them, they really don't like being in them either. While they may be able to tolerate being in them long enough to hitch a miserable ride from one system to another in the hold of a freighter (so a Hero can still take Right Place, Right Time), a Hero with this Negative Trait may not own a vehicle of any sort, even as a Companion - this also includes vehicles based on creatures and bio-constructs. This Negative trait is the opposite of both Pilot and Ace Pilot (which it reduces to Pilot).
Bumbling Wizard: A magic user with this Negative Trait is alternately amusing and tragic. Knowledgeable enough to use the mystic forces, but lacking in the skill, willpower or just pure aptitude to properly harness and command them. This can have both disastrous and highly amusing side effects, as the party howls with laughter while the mage's own fireball chases him around the room. In practice, the spell failure rate for the character is dramatically increased. This Negative Trait must be taken in conjunction with one of Magical Aptitude, Magical Master, or Magical Embodiment, though it only allows one extra Trait regardless as the more powerful mages are better able to handle their own inability.
Combat Inept: A character with this Negative Trait is not very good at fighting face to face. Perhaps they'd rather make love, not war - or maybe they'd love to make war but are just a wimp. Regardless of explanation, it means that their personal combat abilities are sorely lacking (though it doesn't affect their ability to line up the crosshairs of the battleship's port mega-laser battery and let 'er rip), and it would be best to avoid face-to-face armed confrontation with their foes. A Hero with this Negative Trait cannot take the Advantage War God's Own. This Negative Trait is the opposite of Combat and Combat Master (which it reduces to Combat).
Advancement of Heroes
Having chosen your Traits you now need to decide what level of magic or technology your Hero understands. Unlike a Nation or Trans-Stellar, Advancement is optional for many Heroes. A Hero with 0 in all Technological Categories can still use a gun just fine, however he cannot make one. As a result, those wishing to rely on personal skill alone can largely forgo Advancement, relying on equipment built by others when they need it, or hiring magical services when they require them. The Starting Gear advantage allows for heroes to acquire equipment or units of advancement levels that are relatively common, simply having produced, bought, been gifted or hired them elsewhere.
Heroes who want to fully understand the equipment they use or be able to construct more using any Infrastructure they might control, Heroes who practice any form of spell casting, or have Companions who do so, must take the appropriate Advancement Levels. Heroes who wish to start with Technomagic gear must also purchase the relevant Advancement Levels. Technology cannot be constructed by one who is ignorant of its workings, and the mystic arts cannot be commanded by one who lacks a thorough understanding of magic. Unless a player specifies otherwise (perhaps placing all the technological knowledge in one of the Companions), the Hero personally knows their Advancement Categories, so a Hero with Level 5 in all Magical Categories is, by default, assumed to be able to use all those magical Categories so long as they have the appropriate pre-requisite traits.
If a Hero buys Advancement Levels and controls Infrastructure, they can build units just as a Nation or Trans-Stellar can. The use of Added Capabilities for your hero or companions also requires either having Advancement Levels or Starting Gear.
Heroes pay 1 SP for every 100 points in an Advancement Category, and 1 SP for every level of Technomagical Fusion. Unlike other powers the default advancement in all categories is 0.
For more detail, see Section 4. Advancement.
Companions and Followers
Companions
Companions are the loyal henchmen/fellow party members/annoying tagalongs who your Hero adventures with. Each Companion costs 1 SP, and a Hero may start with no more than five Companions.
Companions may be defined as military units of any Infantry or Agent type, or any mage type up to Master or Trained Specialist level. In such cases Upkeep for them is free. If something particularly oversized (like a sentient battleship or a pet dragon) is taken as a Companion then you must also purchase Ginormous! for that Companion, even if the Hero already has that Trait herself. Similarly, magic-using Companions must take the Magical Aptitude Trait.
It is important to realize that Companions exist not just for their additional skills or combat capabilities, but for the flavour they add to the Hero's story, and it is not required for every Companion to be a lethal killing machine or magic wielding terror for them to be highly useful additions. For that reason each Companion should be fleshed out as an individual, with their own quirks and foibles. A player can even choose to primarily play one of their Hero's companions for a while, if that Companion is in a more interesting position, or on a particularly fun side-quest.
Followers
Unlike Companions Followers are dealt with in large groups. 1 SP purchases up to 100,000 Followers. For every 200,000 Followers a Hero has, he gains +1 Ether every month. This Ether is gained regardless of whether the Followers are Housed or not.
A Hero normally has his Followers located on a single world, though he can purchase additional worlds for his Followers like a Transtellar, paying 1 SP for each after the first. When placing Followers it is a good idea to pays close attention to the Powers and history of the chosen world as that can both influence your Followers, and provide a number of interesting story hooks
Heroic Draft Pool
Your Hero has a Draft Pool, equal to 50% of his Followers. Unless they're entirely automated, all military units require some Followers to crew or form them. Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000. Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000. Once you exhaust your Draft Pool you'll either have to build robots or other self-aware devices, recruit mercenaries, disband existing units, or recruit more Followers. Note that heroes wishing to field a small army but without the non-combatant tagalongs may spend 1 SP on Followers, take up to 50,000 in draftable Followers, and then simply discard the other undraftable 50,000 rather than having to tow them around everywhere as well.
Heroes and Infrastructure
The unfettered wandering lifestyle is not for all Heroes, and some are either settled Heroes, or maintain a base to which they can return, kick back and relax. Heroes may purchase Infrastructure like Nations, paying 1 SP per point of Infrastructure. This infrastructure is assumed to either be automated, run by friendly contractors, or devoted Followers, or however else the player chooses to rationalize it. Whatever the explanation, it is quite capable of functioning while the Hero is out, though in the case of magical infrastructure it will still require a Mage on hand to build magical artefacts.
Even if they have Followers spread across many worlds, Heroes may only start with Infrastructure on a single world, though they may acquire more elsewhere as the game progresses.
Military Units
Heroes purchase military units like Nations and Transtellars, paying 1 SP for every 10 PP. Like Nations and Transtellars, the Advancement of the military units a Hero can purchase is determined by their Advancement Categories or Starting Gear.
Heroes do not purchase themselves as a unit type, unless they take Ginormous!. Their unit type is determined by the sum of their Traits. Nor do they need to purchase their Companions, unless they wish to exceed the Companion's naturally defined unit type.
Added Capabilities
Heroes pay 1 SP for every Added Capability for themselves. They may take as many Added Capabilities as their highest Advancement Level or Starting Gear. Heroes with the “Mage” Advantage may also take Mage Added Capabilities up to their highest Magical Level. Heroes with “Magical Embodiment” also gain an Oracle’s 5 slot-free Added Capabilities, though they still pay 1 SP for each of them.
If a hero Mage wishes to use their magical abilities in concert with any more conventional combat abilities they have, they must purchase the appropriate levels of “Warrior Skills” and “Battlemage” as well. Taking Combat Traits does nothing to alleviate this.
Companions use the Hero's Advancement Levels to determine the maximum number of Added Capabilities they can take. These Added Capabilities are free, unless the Companion is using the Ginormous! Trait, in which case the costs are calculated as for a normal military unit. Mage Companions may take Mage Added Capabilities using the Hero's Advancement Categories – and they may also take normal Added Capabilities if they take Warrior Skills. Again, all these Added Capabilities are included in the basic cost of the Companion and so are free.
Armed Followers also follow the normal rules for Military Units and Added Capabilities.
It should be noted that any equipment bought with these Added Capabilities is considered to be almost unique gear of near legendary renown, and will be very difficult to find in game. Such gear is far better than the common armaments most Nation's soldiers will be equipped with. In fact the bonuses conferred by extra normal weapons would be insignificant next to the Hero's own abilities. That doesn't mean you can't write about seizing the weapons of your fallen enemies as you cut a swathe through the ranks of mooks - just that it has no practical game benefit. As a note, a Hero without Added Capabilities is not considered unarmed. In fact they can be assumed to have a whole plethora of weapons - they just lack such extra accouterments as the Blessed Power Armour of Saint Dumas, or Giantsbane - Sword of the High King, or suchlike.
Upkeep
Heroes do not pay Upkeep either for themselves or for their Companions unless they have the Ginormous! Trait (in which case they must pay the standard Upkeep). However, mages must still pay any casting costs for level 4+ castings as normal. Any military units taken as Followers require the normal Upkeep.
While the first yearly upkeep follows the same as for nations, a hero must have either a stockpile of supplies using the Rainy Day Fund or Dragon Heart advantages or purchase enough Infrastructure to be able to cover at t their yearly upkeep and expenses in fuel or supplies they might expect to use while traveling the cosmos..
Heroic Advantages and Disadvantages
Heroes can take Advantages and Disadvantages. Often these will take up the bulk of a Hero's SP. Similarly there are a number of Disadvantages available which are the primary source of extra SP for those who find 60 points not nearly enough, or just want to throw in some really nasty quirks or curveballs for their Hero.
The Advantages and Disadvantages below are just examples. Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages. Before a Hero starts the game the player should ensure that the GM agrees to any new or variant Advantages or Disadvantages.
Advantages List
Starting Gear (varies): A hero may choose to begin with personal equipment or military units without needing to purchase the associated Advancement Levels, not personally constructing but instead sourcing their assets from elsewhere. The advantage costs 1 SP for every broad level of advancement desired for the purpose of purchasing technological units up to TL5 or magical units up to ML5. This advantage cannot be used for Technomagic Units. If used to purchase Mages, you must still have the required Advancement Levels in magic to actually cast spells.
Rainy Day Fund (varies): This Advantage allows a Hero to start the game with a large stockpile of resources; Wealth, Industrial Goods or Ether. These goods are assumed to be in an easily transportable form or - failing that - a conveniently secure cache. 1 Starting Point buys 25 of any resource or combination of resources.
Ether Battery (varies): This Advantage allows the Hero to store an amount of Ether internally equal to five times the rating of this Advantage. This stored Ether does not dissipate, and cannot be tapped by others. The Ether is undetectable unless in active use. There are numerous ways to describe how this Advantage functions, from immense strength of will, to pocket energy dimensions, to tiny, highly advanced etheric fusion batteries.
Dragon Heart (varies): This advantage allows the Hero to generate Ether themselves. Each point of Ether Production bought in this manner costs 2 SP rather than 1 SP. Taken with Ether Battery this can allow a Hero to totally internalize his or her Ether production. It can be described in numerous ways depending on Hero, from being an energy being in human form, to possessing a particularly efficient pocket-sized geode reactor.
MacGyver (5 SP): This advantage allows a Hero to apply his technical knowledge in the heat of the moment, jerry rigging hasty devices to help get out of nasty situations. A Hero may construct an External Added Capability using any applicable Technological Categories that he knows, and then use it for the duration of one scene or post in a story. The External will only be usable for a short period, and only by the Hero himself, and another similar External cannot be made for the duration of the story. However, nothing stops the Hero from whipping up another different External.
Mad Scientist (5 SP): This Advantage allows a Hero to enter into research exchanges with other Nations and Trans-stellars, and to transfer and receive twice the normal amount of Research Points. Additionally a Hero with this Advantage can also whip up incredible inventions in a very short amount of time, and the Build Time Multiplier for any single item (that is, a single unit in any batch) that he builds is 0.5!
Extreme Archaeologist (5 SP): The Hero is a one-man archaeological team, and has an uncanny knack for finding rare items and the hidden treasure. . . not to mention fascists, ancient death-robots and snakes. The Hero rolls 25% for any Artefacts rolls, and is much more likely to find Ancient devices and items. A player with this advantage can also specify the kind of things their Hero is looking for - though they may not find exactly what they bargained for. . .
Diplomat (5 SP): You have an ability to smooth over differences, and can negate the effects of Undiplomatic or other prejudices if used as a mediator. While this Advantage is not necessarily directly beneficial to the Hero, it can be very handy when used in the service of others and can often earn the Hero a big fat commission. A Hero with this Advantage must have the Trait "People Person" and cannot take any of the undiplomatic disadvantages.
Mage (varies): A mage is a character able to use magical abilities, rather than just carrying magical items, or having magically constructed gear. The SP required for this Advantage is equal to the highest single Magical Category Level the Hero wishes to use. If the Hero himself is unable to cast magic, and instead relies on a Companion to do so, then you do not need to take this Advantage.
The Stuff of Legends (5 SP): You're a legendary figure. You are a celebrity revered for your deeds of valour, or perhaps very well respected out of fear for your power! This Advantage can be a double-edged sword as it can make you a target for those who fear such men, or wish to challenge them. However it also can allow you to make deals with others more easily, and to gain help from the locals when in need. At the start of the game you may also purchase Followers at half the normal SP cost. How this Legend was made should be specified, as it will determine who reacts to you, and how.
Right Place, Right Time (5 SP): Your Hero is either a real busybody, guided by the winds of fate, or maybe a latent Time Lord. Whatever the reason, they have an ability to show up pretty much anywhere they want, at any time. This can be breezily explained as a random teleport, a fortuitous hitchhike, or just with a mysterious "it's where I need to be." The Hero does not have to consider travel methods, times or intervening obstacles, or use any spells or abilities, nor does the Hero need to possess any actual knowledge about the interesting events in question - they just. . . arrive. However, once the Hero arrives and gets involved in a local story they cannot duck out so easily and must either leave by more conventional means, or stay to clean up the mess they (or someone else) created. Heroes may bring any normal Companions (normal meaning “defined” as the types listed above under Companion: any infantry, agent, or mage up to master/trained specialist) along with them on such jaunts, but they may not bring Ginormous Companions, military units, followers or other allies, though such forces can try to follow along under their own power, possibly arriving later at a critical juncture! This Advantage is also unavailable for Ginormous! Heroes.
"Next time, Gadget!" (10 SP): Everyone knows sometimes things don't go as planned. The day may come when your schemes have been thwarted and disaster is imminent; The King's knights are advancing through the open gates of your fortress of Doom, the last of your failbot guards have been swept aside, and your trusted lieutenant has betrayed you and released the princess from the dungeon. In such a situation, all that remains is to beat an ignominious retreat. "Next Time, Gadget!" allows you to flee the destruction of a base and military force and instantly create a new base in a different location equal to half the Infrastructure and PP of the one that was just destroyed. This advantage is perfect for rogue super-villains who feel like repeatedly challenging the powers that be. Be warned though - using it does count as expending a Character Shield, so only use it when total catastrophe looms.
The War God's Own (10 SP): Your Hero is one of the Great Captains of the galaxy; a tactical and strategic genius whose presence on the battlefield is worth a division. In practice your Hero confers the Advantage "Elite" on any force he commands, or if commanding already Elite forces, then spurs them on to "Ultra Elite". In the case of "Incompetent" forces the Hero raises them to a normal level of competency. A Hero with this Advantage must have either the Trait "Pilot" or "Combat" (or their successors), though Academics versed in military arts may also be able to rationalize it.
Gremlin (20 SP): Technology just doesn't seem to work properly around a Hero with this Advantage. Any device she tries to use that is more complex than a lever or pulley will break or fail in short order, and technology in her immediate vicinity has its functioning greatly impeded. This includes most technomagical devices, though most Active Effects (that is, spell-like abilities) will function as normal. While the Hero can decide to turn the area effects of this ability on or off, the personal effects on the Hero herself always remain in effect (meaning a practical limit of TL2 on the equipment the Hero can use). Unless the area effects are being used, this Advantage is not easy to detect, as the glitches it causes when the Hero is examined or scanned are easily explained away.
Magic Immunity (20 SP): This Advantage is particularly useful for the Mage hunter. The Hero is immune to direct magical effects, and magic powers or devices used in her immediate vicinity have a high chance of failure. This does not affect most technomagical devices, though it may interfere with the Active Effects (that is, spell-like abilities) exhibited by some. While the Hero can decide to turn the area effect of this ability on or off, its personal effects on the Hero herself always remain in effect, meaning such a character can never be a Mage. Unless the area effects are being used this Advantage is not easy to detect, as the absence it creates is easily overlooked.
Lucky (20 SP): You're one lucky bloke. You always seem to be in the right place at the right time, the cards always seem to come out right, and you're never in quite the right place to get hit when the other shoe drops. This advantage reinforces the character shields around a Hero. Make no mistake, you can still be killed, but it's going to have to be because of a focused effort on the part of your enemies, not just happenstance.
Gunslinger (20 SP): This Advantage is for those Heroes who eschew massive personal armies, awesome magics, or invulnerable super-tech. A hero with this advantage may be the underdog who rides into town on a knackered horse, with just a bottle of whiskey, and a single bullet to his name, to pit himself against a nest of villains and scoundrels, but somehow he's still the only one left standing in the end. In game terms, against overwhelmingly powerful opponents, the Hero with this Advantage will, for one turn, gain power proportional to that of their opponent. This is a very story-centric advantage (and despite the name a Hero with this Advantage does not have to use guns - anything works), and those who take it should be prepared to write some good tales about their exploits against all odds. The benefits of this advantage decrease sharply the greater the personal power of your Hero.
Disadvantages List
Indebted (+5 SP): Your Hero owes a debt to someone who is quite capable of collecting on it. This debt can be as money, or a favour, or even a soul devouring curse, depending on the nature and power of the Hero in question. Occasionally, during the course of the game the Hero will be required to deal with this debt in some manner, but be warned, such debts are never truly ended. . .
Pariah (+5 SP): You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community. Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals. It is not impossible to have this Disadvantage along with the Trait "People Person", but it does create a very interesting "shoot him. . . no, wait. . ." dynamic.
Enemy (+5 SP): Your Hero has a personal enemy. This enemy can be another Hero (or Villain!), a galaxy-spanning corporation, or a powerful Nation, or any other Power capable of hounding the Hero across the galaxy, however the enemy must be both more powerful than the Hero, and capable of striking him pretty much wherever he goes. No matter how powerful, an enemy who can be avoided simply by never setting foot on one particular world is no enemy.
Fear and Loathing in Lords of Ether (+25 SP): You are despised. Others will attack you on sight and whole empires will ally against you at the earliest opportunity. You top the most wanted lists on most every world, and mothers frighten their children with your name. This is the perfect disadvantage for those rogue super-villains desperately fishing for a few more SP for their Legions of Doom. This Disadvantage cannot be taken with Pariah. As with Pariah, you can have this trait and still be a "People Person" though the effects of the Trait will be minimal, probably limited to chatting politely with your enemies as you dip them slowly into boiling oil.
Incompetent Armed Forces (+20 SP): You may have armed followers, but boy do they suck! They're poorly trained, poorly motivated and poorly lead - and probably pretty comedic besides. And yeah, since you're their boss this is probably all your fault! Only a Hero who has spent at least 10 SP on Companions and Military Units can purchase this Disadvantage. Incompetent Armed Forces cannot be taken with "War God's Own."
Undiplomatic (+10 SP): You just lack diplomatic graces. You have a great deal of trouble closing deals with other people or nations. In practice, all diplomatic actions are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10). The same goes for others trying to deal with you. The extra money is simply lost. The effects of Undiplomatic can be multiplied, perhaps by having two Undiplomatic Powers attempting to deal with each other, or by having an Undiplomatic Power with further disadvantages that prejudice it against a certain type of Power. In such a case, double the cost again for each new Undiplomatic effect, so two Undiplomatic effects would mean four times the cost, three would mean eight times the cost, and four (!!!) would mean sixteen times, and so on. In the case of items with negligible Wealth values, this disadvantage will sometimes mean that others will simply choose not to deal with you, deciding your business simply isn't worth the hassle, unless mollified with a suitably large amount of cash.
Tech Dumb (+10 SP): For whatever reason your Hero has no ability whatsoever to use high technology. Maybe you have a religious proscription against it, or maybe you're just so ham-handed the delicate fancy-nancy stuff falls apart in your hands, or whatever other reason you like. You may never make or use any High Tech.
Magical Intolerance (+20 SP): Your Hero has a blanket prejudice against Magic. They will not use any levels of Magic, nor can they fuse Magic and Technology. They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Such powers will also react poorly to your presence in their domains.
Technological Intolerance (+20 SP): Your Hero has a blanket prejudice against Technology. They may have no Technological Advancement Levels higher than Level 2.5, will not use any technology beyond Simple Tech, and cannot fuse Magic and Technology. They will also react poorly to any Power that uses Advanced Technology and will treat such a Power as if they are Undiplomatic. Such powers will also react poorly to your presence in their domains. This supersedes Tech Dumb.