Advantages

The following Advantages are allowed without Unusual Backgrounds or GM consultation. Some link to houseruled versions. All others are from Basic Set unless footnoted otherwise.

Absolute Direction
Accute Senses (capped at +1)
Ambidexterity
Animal Empathy
Arm ST (capped at +1)
Animal Friend
Appearance
Blessed
Channeling
Charisma
Claim to Hospitality
Clerical Investment
Combat Reflexes
Contacts
Cultural Adaptability
Cultural Familiarity
Danger Sense
Daredevil
Double-Jointed
Eidetic Memory
Empathy
Enhanced Defenses (+1 can be earned; +2 requires Trained by a Master or Weapon Master and cannot be bought any higher)
Extra Attack (capped at 1)
Fashion Sense
Favor
Fearlessness
Fit
Flexibility
Hard to Kill
Hard to Subdue
Heroic Archer1
High Manual Dexterity
High Pain Threshold
Indomitable
Intuition
Language Talent
Leg ST (capped at +1)
Legal Enforcement Powers
Legal Immunity
Less Sleep
Lifting ST (capped at +1)
Longevity
Luck
Magery (Path/Book) [2]
Medium
Metabolism Control
Oracle
Patrons
Perfect Balance (requires DX 14+ or Trained by a Master)
Peripheral Vision
Plant Empathy
Psychometry
Rank
Rapid Healing
Rapier Wit
Recovery
Reduced Consumption (capped at 1)
Reputation
Resistance (reasonably natural instances, such as sea sickness)
Serendipity
Signature Gear
Silence (capped at 1)
Single-Minded
Social Cameleon
Social Regard
Special Raport
Spirit Empathy
Striker (Limb, -20%)
Striking ST (capped at +1)
Talent
Terrain Adaptation
Trained by a Master
Unfazeable
Unusual Background
Versatile
Voice
Wealth
Weapon Master
Zeroed


fn1.GURPS: Martial Arts
fn2.Thaumatology

Advantages

Elyria Humabout