Assets & Complications

These are additional Assets and Complications for my Hellboy game. This is a rough list, I will detail them as needed. Note that these use the Cortex dice based trait rules from the later editions and Big Damn Heroes, rather than the original minor/Major traits in the Serenity RPG

From Supernatural RPG
Assets
Alternate Identity d2–d6
Ambidextrous d2
Clairvoyant d4–d8 √
Danger Sense d4/d8 √
Destiny d6–d12 √
Devoted d6
ESP d4/d8 √
Faith d2–d6
Fast on Your Feet d2/d6
Focused Hunter d2–d6
Gear Head d2–d6
In Plain Sight d2–d6
Intuitive Leaps d4/d8
Light Sleeper d4
Low Profile d2/d6
Medium d4/d8 √
Mystic Protection d4/d8 √
Natural Athlete d2–d6
Photographic Memory d4/d8
Premonitions d4/d8 √
Reputation d2–d6
Safe House d4/d8
Sensitive d2–d6
Spirit Guide d4/d8 √
Sure Footed d2–d6
Two-Handed Fighting d4
Unbreakable Will d2–d6
Uncommon Knowledge d2–d6
Electrokinesis√
Telekinesis√
Mind Control√
Spirit√
Dreamwalker√
Longevity√
Enhanced Senses√
Attuned to Nature√
Enhanced Movement√
Higher Power√ (PCs can only have minor)

Complications
Anger Issues d2–d4
Curse d4/d8 √
Fugly d2–d6
Glory Hound d2–d4
Hooked d4/d8
Idealist d2–d6
Illiterate d6
Illness d4/d8/d12
Infamy d2–d6
Insatiable Curiosity d4
Kleptomaniac d2/d6
Klutz d4/d8
Lazy d4
Obsessed d2/d6
Out for Blood d4/d8
Overconfident d2–d6
Overweight d2–d6
Pacifist d6/d12
Paranoid d4
Personal Haunting d4/d8 √
Phobia d2–d6
Practical Joker d4
Rebellious d4
Rotten Luck d4/d8/d12
Shy d4
Slave to Tradition d4
Socially Awkward d2–d6
Superstitious d2/d6
Traumatic Flashes d4/d8
Unstable d4/d8
Weak Stomach d4
Animal Enmity
Eerie Presence√

New Supernatural & Exotic Traits (mine and taken from GURPS: Hellboy)
Assets
Natural Armor- every 2 points spent buys 1W1S armor. Max of 4W4S for humanoid characters
Ritual Aptitude(m)
Ritual Adept(M)
Magic Dabbler(m)
Magic Adept (M)
Psychic Untrained (m)
Psychic Adept (M)
Poison gland
Regeneration
Natural weaponry- every 2 points buys a d2W attack. 6 points would be d6W
Magic or Psychic Resistance
Shapeshift
Spiritform
Gizmo

Complications
Unnatural Appearance
Unseemly Diet
Primitive (m)- can't understand or use, but doesn't fear human technology
(M)- fears technology ("I ain't getting on no plane Hannibal!")
Vulnerabilities- things like silver, sunlight, holy water, holy symbols, etc. Varies from -2 to -8. -2 would be something like cross to a vampire, but something that's -8 would be instantly fatal.
Bestial
Inconvenient Size
Semi-upright (m) Horizontal (M) Body form.
No fine grasp (M) Hands are large and clumsy or no fingers
Unliving
Unhealing
Cold Blooded
Non-human Physiology (Penalty on medicine rolls)

Normal traits could be magnified for supernatural characters. Extra levels of Tough as Nails for more health, for example

Cortex Board suggestions
Amphibious (D6)
Not only can the creature breathe under water, but also they suffer no movement penalties while swimming. This may be a natural occurrence of your species, a magical ability, or an add-on to your Cybernetic Body (if the trait is available).

Armor (D2, D4, D6)
You have more than just a thick hide, it is coated in scales, chitin, or some other hardened material. For humans, this represents a magical aura or mutation that the character might be able to turn on and off at will, or an add-on to a characters Cybernetic Body (if that Trait is available).
The amount of damage removed is equal to this Trait die, first Wound then Stun.
Note: Beings with natural armor cannot wear manufactured armor. The layering of armors would prove to cumbersome for the creature to move.

Burrow (D4)
You are capable of moving through soft earth at ½ your normal speed. This may be a natural occurrence of your species, a magical ability, or an add-on to your Cybernetic Body (if the trait is available).

Camouflage (D2+)
You have an unusual means of hiding. You may add your asset die to any action that involves stealth or hiding. This may be a natural occurrence of your species, a magical ability, or an add-on to your Cybernetic Body (if the trait is available).

Entrapment Attack (D6)
You are able to spit or hurl an immensely sticky substance used to capture and hold your prey. If your attack against his target is successful it deals no damage, but adds the basic damage calculation (attack roll - defense roll) to the Entrapment Attack's Hard (11) difficulty and becomes the Strength difficulty that the target needs to break free. Entrapped creatures are unable to take any actions except free actions until he breaks free. This may be a natural occurrence of your species, a magical ability, or an add-on to your Cybernetic Body (if the trait is available).

Flight (D2-D6)
You capable of flying, either because it is a natural trait of your species, a magical talent, or an add-on to your Cybernetic Body (if the trait is available).
D2: The creature is only capable of safely descending.
D4: The creature is capable of gliding only and is not able to increase it's altitude without the aid of thermals.
D6: The creature has full flight abilities.

Heightened Senses (D2+)
One of your senses is better than average. Pick a specific sense. You may add this Trait to their Perception checks when this sense is required. This Trait applies only to one sense. If you want multiple senses you will need to purchase this trait for each additional sense. This may be a natural occurrence of your species, a magical ability, or a part of a cybernetic upgrade.
Common Senses: Hearing, Sight, Smell, Taste, Touch

Improved Climb (D2+)
The creature's physiology makes it more adept at climbing. The die value of this asset is added to any skill checks that involve climbing or clinging.

Pounce (D2+)
The creature can leap incredible distances for its weight and size. This asset adds its die to all of the creatures jumping rolls.

Regeneration (D8)
Either because it is a natural trait of your species, a magical talent, you are capable of regenerating lost limbs, though it takes days or maybe months. Note: If you get your head chopped off, regeneration isn't going to help you.

Special Weapons (D2-D8)
You have claws, fangs, or other similar melee weapons growing from your body, either because it is a natural trait of your species, a magical talent, or an add-on to your Cybernetic Body (if the trait is available). Wound damage of the weapon is equal to the die level of the asset.

Stench (D2+)
You are capable of releasing a noxious fume that overpowers the senses. Anyone within range of the spray must make a Hard (11) Will + Vitality roll or become violently ill (and suffer Stun damage equal to a roll of the Stench die). If the target is wearing a gas mask or lacks a sense of smell, they might get watery eyes but that's about it.
This may be a natural occurrence of your species, a magical ability, or an add-on to yourCybernetic Body(if the trait is available).

Venomous (D4,D6)
You are able to deliver a poison into your target's bloodstream with a successful attack that achieves a Critical Success. Once a target is afflicted, they suffer Wound damage equal to the Trait die every 10 minutes unless the target makes a Vitality attribute check (Average for D4, Hard for D6) or he receives proper medical attention. Treatment difficulty is a complex task and starts at Average for D4 venom, but a D6 venomous attack would be a Hard task to cure.
This may be a natural occurrence of your species, a magical ability, or an add-on to your Cybernetic Body (if the trait is available).

Here's the original Serenity list
List of Assets:
Allure
Athlete
Born Behind the Wheel
Cortex Specter
Fightin' Type [Major only]
Friends in High Places [Minor only]
Friends in Low Places [Minor only]
Good Name
Healthy as a Horse
Heavy Tolerance [Minor only]
Highly Educated [Minor only]
Intimidatin' Manner [Minor only]
Leadership
Lightnin' Reflexes [Major only]
Math Wizz [Minor only]
Mean Left Hook [Minor only]
Mechanical Empathy [Minor only]
Military Rank [Minor only]
Moneyed Individual [Major only]
Natural Linguist [Minor only]
Nature Lover [Minor only]
Nose For Trouble
Reader*
Registered Companion [Minor only]
Religiosity
Sharp Sense [Minor only] (Can be taken multiple times, once per sense)
Steady Calm
Sweet and Cheerful [Minor only]
Talented
Things Go Smooth
Total Recall [Major only]
Tough as Nails
Trustworthy Gut
Two-Fisted [Major only]
Walking Timepiece [Minor only]
Wears a Badge

List of Complications:
Allergy
Amorous [Minor only]
Amputee [Minor only]
Bleeder [Major only]
Blind [Major only]
Branded (Bad reputation)
Chip on the Shoulder
Creedo
Combat Paralysis
Coward [Minor only]
Crude [Minor only]
Dead Broke [Minor only]
Deadly Enemy [Minor only]
Deaf [Major only]
Dull Sense [Minor only] (Can be taken multiple times, once per sense)
Easy Mark [Major only]
Ego Signature [Minor only]
Filcher [Minor only]
Forked Tongue [Minor only]
Greedy [Minor only]
Hero Worship [Minor only]
Hooked
Leaky Brainpan
Lightweight [Minor only]
Little Person [Minor only]
Loyal [Minor only]
Memorable [Minor only]
Mute [Major only]
Non-Fightin' Type [Minor only]
Overconfident [Minor only]
Paralyzed [Major only]
Phobia [Minor only]
Portly
Prejudice [Minor only]
Sadistic [Major only]
Scrawny [Minor only]
Slow Learner [Minor only]
Soft [Minor only]
Stingy [Minor only]
Straight Shooter [Minor only]
Superstitious [Minor only]
Things Don't Go Smooth
Traumatic Flashes
Twitchy [Minor only]
Ugly as Sin
Weak Stomach