Each of the Advantages listed below have a cost in Development Points. After character creation, buying a new advantage (or improving an existing one) costs 4 times this value in Experience Points.
Some Advantages can only be acquired during character creation; these usually represent racial traits, innate abilities, or birth circumstances. These Advantages are listed separately. (Note that there are exceptions to this rule; for example, Geordi LaForge's VISOR implant grants him the Enhanced Vision ability.)
- Alertness (+2)
- Ally (+2 to +5)
- Ambidexterity (+2)
- Bold (+1)
- Commendation (+1 to +3)
- Contact (+1 to +3)
- Curious (+1)
- Department Head (+1 to +4)
- Eidetic Memory (+3)
- Excellent Balance (+1)
- Excellent Chemoreception (+1)
- Excellent Hearing (+2)
- Excellent Metabolism (+1)
- Excellent Sight (+2)
- Famous Incident (varies)
- Favor Owed (+1)
- High Pain Threshold (+2)
- Innovative (+1)
- Medical Remedy (varies)
- Multitasking (+2)
- Patron (+2 to +4)
- Political Rank (+2 to +6)
- Promotion (+0 to +6)
- Quick-Draw (+2)
- Religious Rank (+0 to +5)
- Resolute (+3)
- Sexy (+2)
- Shrewd (+1)
- Species Friend (+2 to +5)
- Strong Will (+2)
- Toughness (+2)
- Wealth (+1 to +6)
- Weapon Master (+2 or +4)
- Zero-G Training (+2)
Starting Characters Only:
- Alien Upbringing (+2)
- Athletic Ability (+2)
- Double-Jointed (+2)
- Engineering Aptitude (+3)
- Enhanced Vision (+2)
- Language Ability (+2)
- Mathematical Ability (+3)
- Mixed Species Heritage (+6)
- Night Vision (+2)
- Organ Redundancy (+2)
- Peripheral Vision (+1)
- Rapid Healing (+1)
- Sense of Direction (+1)
- Sense of Time (+1)
- Tactical Genius (+3)
- Telepathic Resistance (+4)