Advantages and Disadvantages in GURPS E:FC

Advantages:

Cyber-Viral Implant                                                50 points
    This is the quintessential E:FC advantage.  I recommend that at least one PC in each play group possess a CVI, preferably uninhibited.
    The character, an "implant," works with or for the Companions and is important enough to their power structure that he has been implanted with a genetically-engineered cyber-virus.  The virus expands his perception (+2 to all Sense rolls), his mental fortitude (+2 to Will Rolls) and his memory-retention capabilities (treat this as two levels of Eidetic Memory).  He is able to learn the Taelon language, unlike normal humans.  He is Status +1 and my purchase Law Enforcement Powers or Military Rank at -5 to point cost.  He is also equipped with a Skrill (see Equipment section), and has a default Beam Weapons (Skrill) skill of DX-4.
    The CVI does have its downsides.  It must be replaced by operation (Surgery-4 Skill Roll, requires TL8 hospital facilities) once per year, or the implant will die.  He is also compelled by a "moral imperative" to serve Taelon interests (treat this as the equivalent of a 10-point Sense of Duty, already figured into the cost of the advantage).  He will well-known as an associate of the companions (Reputation -5 to the Resistance and their other enemies, recognized all the time).
    In addition to these advantages and disadvantages, the Taelons may be purchased as a very powerful patron at additional cost, and Duty to the Companions may be bought to allay the cost of this rather large advantage.

Uninhibited CVI                                                    65 points
    This acts just like a normal CVI, except that the cyber-virus has been treated by agents of the Resistance to exclude the moral imperative.  The implant will be a covert agent of the Resistance (a 5-point Unusual Background, included in advantage cost) and is not subject to the Sense of Duty or Reputation disadvantages.

Rogue Skrill                                                        10 points
    The character has somehow stolen or otherwise procured a Skrill, but lacks the CVI necessary to exert proper control over it.  Consequently, when the Skrill is used as a weapon against a character it has not yet fired on, the user must make a Will Roll (+2 if firing in self-defense).  On a success, he can fire normally on that character.  On a failure, the Skrill will not fire at that target during the current combat.  If use of a Rogue Skrill fails against a character who subsequently threatens the user's life, the user may re-roll the Will Roll (including the +2 bonus).
    The rogue Skrill cannot be used for scanning, but will alert the user to any other Skrills in the area.  It is also useless for passing security checkpoints, as the rogue Skrill will be noted as such in Companion databases, though the user can use it to masquerade as a normal implant.
    This advantage is a good excuse to buy the Taelons as an Enemy.  The character may also be partly controlled by his Skrill, the equivalent of a Split Personality which is bought normally.

Taelon                                                                    100 points
    This racial advantage is recommended for NPCs only.  The Taelon race's physiology is difficult to transfer into GURPS terms, but here goes:
    Taelons receive IQ +4, one level of Eidetic Memory and 5 levels of Charisma.  Being energy-based, they do not possess the HT attribute as humans do, but instead have 80 hit points.  Taelons cannot be infected with normal disease or affected by poisons, and can only be damaged by energy-based weapons doing 10d or more damage.  When a Taelon's hit points are reduced to 0 by such weapons, the Taelon's body dissolutes and he dies.  Otherwise, he regenerates injuries at 1 hit point per 12 hours of rest or one hour of TL 14 medical treatment.  Taelons are effectively unaging.
    Most Taleons have the disadvantage Pacifism: Cannot Kill, which is included in the cost of the racial advantage.  Companions such as Zo'or and Rho'ha who lack this inhibition should pay 15 additional points.

Resistance as Patron                                            Varies
    The Resistance is considered a small group of powerful individuals for terms of patronship.  The frequency of their appearance depends on the character's importance to the cause.
 

Disadvantages:

Taelons as Enemies                                            Varies
    If the character is publicly known to be a member of the Resistance (as Jonathan Doors is), or presents some other known threat to the Companions (as Katja Petrenkov did), he may purchase the Taelons as an enemy group.  They are considered a large, very powerful organization and their frequency of appearance varies.  This cannot be purchased by any character with a CVI unless he has 10 points of Unusual Background (and the understanding that when the time comes to replace his CVI, he will almost certainly die).