WOIN Career/Race Exploits

Exploit TitleSourceDescriptive TextPrerequisitesSource
Academy ProfessorAcademy†A paper or book you wrote has become required reading at the Academy. Naval graduates will automatically recognize your name. You gain a further 2 REP points and an automatic promotion of one rank.Academy TutorNEW
Academy TutorAcademy†You spent time teaching at the Academy. While not exciting, teaching is a great way to improve your connections and reputation, and many graduates opt to do so after basic training. You gain 2 REP points. You also gain a permanent +1d6 bonus to social interactions involving military personnel as you share common acquaintances, students, or colleagues. Basic TrainingNEW
Basic TrainingAcademy†You gain all of the following skills at 1 rank (1d6); this does not increase an existing skill beyond 1 rank. Tactics (marines) or piloting (navy); computers; law; one [scientific] skill (navy) or survival (marines).Basic Training; One [Scientific] SkillNEW
Branch SpecializationAcademy† You can choose to spend an additional stint at Engineering, Medical, or Science Branch School. This is regarded as the equivalent of a doctorate. You gain one bonus [scientific] or [technical] skill.Basic TrainingNEW
Command SchoolAcademy†A second stint in the Academy prepares you for command. You automatically gain a military rank and the leadership skill at 1 rank if you do not already have it. You gain +2 REP. Make a Challenging [13] CHA check before advancing any attributes. If you succeed, you automatically gain a second military rank.NEW
MechanoidAndroid†Androids share the same range of traits as other mechanoids: they are immune to any attacks which target MENTAL DEFENSE; an Android's PSI attribute can never rise above zero, and an Android cannot spend LUC dice to gain bonus dice when making attributes; Androids are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage, and Androids do not need to eat, sleep, or breathe.NEW
AgelessAndroid†Androids do not age, do not have an age category, or access to age-based exploits.NEW
ModificationAndroid†Choose two modification exploits. Androids can take the Android-only Systems Upgrade universal exploit at any time to gain additional modifications.NEW
MindlessAndroid† Androids are immune to any attacks which target MENTAL DEFENSE.NEW
AmbushAssassin† You gain +2d6 to rolls made to access the ambush turn.NEW
Killing BlowAssassin† Any attack you make during the ambush turn gains a +2d6 bonus to attack.NEW
SneakAssassin† If nobody is actively looking for you, you are able to move silently and unseen at half your normal speed. You are effectively invisible. However, if anybody is actually looking for you, they may make INT checks as normal to spot you.NEW
Weak PointAssassin† Once per enemy you may ignore any SOAK score he possesses by targeting a weak spot.NEW
AthleticAthlete† Choose four [physical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.NEW
FitAthlete† You gain a +5 HEALTH bonus.NEW
RunnerAthlete† You gain a +2 SPEED bonus.NEW
Signing BonusAthlete† You are signed to a team and gain a 1,000 credit signing bonus. You may repeat this exploit, signing to a new team each time.NEW
AutomatonAndroid† Androids do not need to eat, sleep, or breathe, and weigh 150% normal.NEW
DeterministicAndroid† An Android's PSI or LUCK attributes can never rise above zero, and an android can never form a LUCK pool.NEW
Electronic VulnerabilityAndroid† As mechanoids, Androids are vulnerable (1d6) to electricity damage, vulnerable (2d6) to ion damage.NEW
BouncerBartender† You are used to dealing with drunkards. You gain a +1d6 bonus to all checks vs. an intoxicated creature.NEW
Fake IdBartender†Years of checking for fake ID mean that you can spot the telltale signs. You gain a +1d6 bonus to detect forgeries.NEW
GossipBartender† You can gather local gossip and information simply by spending an hour in a bar or other watering hole, effectively giving you the local knowledge skill wherever you go as long as you are able to refresh your knowledge at a local bar weekly.NEW
Electrokinetic BlastBattlepsyche† You blast an opponent with a range increment of 20' with a bolt of focused electricity. Make a PSI vs. DEFENSE attack; if you succeed, you do 2d6 electricity damage. You may repeat this exploit once, incresing the damage to 3d6.NEW
Psi-blastBattlepsyche† You can use an action and make a PSI vs. MENTAL DEFENSE attack to blast an opponent with a mental burst which does 3d6 psionic damage and has a range increment of 10'.NEW
Psychic ConeBattlepsyche† You gain the ability to once per day spend 1d6 HEALTH to project a 30' of psychic energy which causes psychic damage equal to your PSI check to all in the area of effect. If the 1d6 HEALTH causes you to fall to zero HEALTH, the power fails.NEW
Telekinetic ShieldBattlepsyche† You gain +4 DEFENSE from a permanent telekinetic shield.NEW
AdrenalizeBiopsychic†Once per day you can channel positive energy into somebody, granting them a +1d6 die bonus to all physical attribute checks for five minutes.NEW
Psychic HealingBiopsychic† You can heal 1d6 HEALTH by touch. Any given creature can only benefit from this power once per day. You may repeat this exploit once, increasing the healing to 2d6 HEALTH.NEW
Psychic ResuscitationBiopsychic† You may stabilize a dying creature by touch by spending two actions. Any given creature can only beneft from this power once per day.NEW
DarksightBorian† Borians can see in the dark to a distance of 10' per point of INT.NEW
Iron ConstitutionBorian† Borians are not affected by non-magical poisons, with the exception of alcohol.NEW
Long-livedBorian†When creating a Venetian character, multiply their career lengths by 3.NEW
PersonableBorian†Borians are noted for their cheerful demeanor and likability. When taking a new career, a Borian may optionally exchange one of the listed four attribute increases for CHA, as long as it doesn’t result in a duplicate attribute advancement.NEW
SmallBorian†As a small-sized race, Borians gain a +2 bonus to their MELEE DEFENSE and RANGED DEFENSE scores, and suffer a -1 penalty to their SPEED score.NEW
TinkerersBorian† Borians may designate one item of equipment which they own. That item permanently gains one bonus quality level. If the item is lost or destroyed, the Borian may designate a new item after 24 hours.NEW
ArtisanBorian Apprentice† Choose a [crafting] skill. You gain 3 ranks in that skill.NEW
DataminingBounty Hunter† You are able to locate a target's current location down to a specific planet by accessing credit, criminal, customs, and other records if you have access to a computer link.NEW
PreyBounty Hunter† You may choose a target species. You gain a +1d6 bonus to attempts to track targets of that species.NEW
CatburglarBurglar† An expert at climbing, you do not take any die penalties in combat while climbing.NEW
ClimberBurglar† Your climbing speed becomes equal to your regular SPEED.CatburglarNEW
Grand HeistBurglar† You achieve a great robbery that will be remembered for years to come. Gain a bonus 3d6 x 100cr. You may repeat this exploit, gaining 3d6x100cr each time.NEW
LocksmithBurglar† You gain a exceptional quality lockpicking kit. You gain a +1d6 bonus to attempts to pick locks, combinations, guess passwords, or access security panels.NEW
Sixth SenseBurglar† You have a sixth sense when it comes to traps, and gain a +2d6 bonus to spot them and a +1d6 bonus to avoid or disarm them.NEW
BachelorCollege Student†After a four-year course, you gained a Bachelor's degree or equivalent at university. Improve your skill ranks in your chosen subject to 3. Your research skills are developed. If you have access to a library or data network, you gain a +1d6 bonus to attempts to learn information about a subject. Make a Challenging [13] LOG check before advancing any attributes. If you succeed, you pass this degree with honors and gain 1 bonus REP attribute point.NEW
DoctorateCollege Student† After further studies, you gained a Doctorate at university. You may now call yourself a Doctor. But not THE Doctor. Gaining a doctorate requires not just an expert knowledge of a subject, but also rigorous skills of analysis and evaluation and critical achievement. Improve your skill ranks in your chosen subject to 6. Make a Demanding [21] LOG check before advancing any attributes. If you succeed, you pass this degree with honors and have also made a minor breakthrough in your chosen subject, and are known amongst peers for it, gaining you a bonus 2 points to your REP attribute. Choose the nature of your breakthrough.MastersNEW
MastersCollege Student† You remain in college and gain a Masters degree in your subject. You gain 1 bonus skill rank in your chosen subject. Make a Difficult [16] LOG check before advancing any attributes. If you succeed, you pass this degree with honors and gain 1 bonus REP attribute point.BachelorNEW
BeguilingCon Artist† You are able to temporarily beguile and captivate a target with your words as a CHA vs. MENTAL DEFENSE check. If successful, the target gains the Charmed condition. The target must be able to understand you and have a LOGIC attribute of at least 2.NEW
GrifterCon Artist† In a bar or other crowded social situation, you can automatically make credits equal to a CHA check x 10 in the space of an hour using only the gift of the gab. You can only do this once per day. This exploit cannot be used during downtime.NEW
ImpersonateCon Artist† You are easily able to impersonate any job role which you have had opportunity to observe within the past day, even briefly. You gain a +1d6 bonus if you have been able to observe and mimic an example.NEW
Quick ChangeCon Artist† You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you've successfully used before.NEW
BuilderCraftsman† Assuming raw materials are available, you can make an item of equipment in one day by rolling a LOG check vs. the item's value.NEW
FixerCraftsman† You gain a +1d6 bonus to any attempt to repair something.NEW
HandymanCraftsman† Choose four [crafting] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.NEW
ToolkitCraftsman† You gain a set of high quality tools.NEW
TradesmanCraftsman† You can make 3d6 x 10 Cr per week by plying your trade. This exploit cannot be used during downtime.NEW
CluesDetective† If there are any clues to find at a crime scene, you automatically find them within 5 minutes.NEW
Criminal RecordDetective† You can freely access police databanks and automatically discover any information held on file about a suspect.NEW
Hull NumberDetective† You can request a starship hull number lookup, and automatically determine the registered owner and port of registration of a starship.NEW
Diplomatic ImmunityDiplomat† You gain diplomatic immunity to very low-level and petty crimes on any planet which contains an embassy.NEW
Diplomatic PouchDiplomat† You have a diplomatic pouch in which any small sized item can be carried through customs without inspection.NEW
DiplomaticDiplomat† Choose four [social] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.NEW
EmbassyDiplomat† You have access to your home planet's ambassadorial embassy and residences on any planet (if there are any), which can provide food, shelter, basic equipment, and medical care.NEW
UnseenDrifter† You know how to blend in so that nobody pays any attention to you. You gain a +1d6 bonus when attempting to do so.NEW
Android RepairEngineer†Using basic engineering equipment, you can heal 1d6 points of HEALTH to an adjacent mechanoid as a single action. Any given mechanoid can only benefit from your repairing in this way once per day.NEW
Engine-masterEngineer† You can increase your starship's FTL speed by 2 factors for a number of hours equal to your LOG check, after which the FTL engines cannot be used for 24 hours. This does not stack with other engineers should others be present.Engine-tunerNEW
Engine-tunerEngineer† A starship in which you are an engineer increases its maximum FTL speed by 1 factor. This does not stack with other engineers should others be present.NEW
Exceptional Android RepairEngineer†Your Android Repair ability increases to 2d6 points of HEALTH.Android RepairNEW
ExplosivesEngineer† You can create explosives from common items and surroundings. The explosive takes 30 minutes to make, and causes 3d6 heat damage to all within 5'. The explosive can be stored, but only for up to two hours.NEW
Jury-rigEngineer† You can temporarily repair and jury-rig a broken item of size Medium or smaller by spending five minutes with it. The item will operate for a number of minutes equal to your LOG check. If you spend one hour with it, it will operate for a number of hours equal to your LOG check. If you spend a day with it, it will operate for a number of days equal to your LOG check.NEW
SaboteurEngineer† You are able to disable any mechanical or electronic device to which you have access. This exploit does not open a locked door (disabling the lock just means it remains stuck in whatever configuration it is currently in). This takes you five minutes.NEW
Technical Knowledge BaseEngineer† Choose four [technical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.NEW
UpgradeEngineer† You can modify a piece of electronic equipment of size Small or smaller to upgrade it permanently to a high quality item. This process takes one hour, but the item can only be used by you due to unfamiliar and jury-rigged controls, and renders it monetarily worthless.NEW
OrdinaryEveryman† Your very nondescript nature makes you easily able to blend in unnoticed, giving you a +1d6 bonus to attempts to bluff, disguise, or otherwise remain visible but unremarked upon.NEW
ProgrammingExperiment† Choose two universal exploits. You gain these exploits even if you do not qualify for them.NEW
DreamerFarmhand† You may replenish your LUCK pool once per day by spending five minutes daydreaming about wonderful possibilities.NEW
AgileFelan†Felans are noted for their dexterity. When taking a new career, a Felan may optionally exchange one of the listed four attribute increases for AGI, as long as it doesn’t result in a duplicate attribute advancement.NEW
ClawsFelan† Accurately slashing with their sharp claws, a Felan's unarmed damage is 2d6 slashing damage.NEW
JumperFelan† Felans are adept at jumping, adding 5' to both horizontal and vertical jump distances.NEW
Land On Your FeetFelan† When falling, a Felan reduces the effective distance by 10'.NEW
ScavengeFelan Scavenger† Once per day, given an hour in an urban environment, you can scavenge one item worth up to 100Cr. This exploit cannot be used during downtime.NEW
FastFelan† Felans are fast and nimble, adding +2 to their SPEED.NEW
ChancerGambler† You may spend 5 minutes once per day to replenish your LUCK pool an additional time.NEW
CheatGambler† You know a couple of tricks. In a game of chance, you may reroll any 1s in your dice pool.NEW
Lucky StreakGambler† Roll 3d6 and multiply by 100. You gain that many credits. You may repeat this exploit, gaining 3d6x100 credits each time.NEW
IntimidatingGangster† Intimidation is your way of life, especially in the criminal underworld. When attempting to intimidate a criminal, you gain a +1d6 bonus.NEW
Protection RacketGangster† A protection racket is a lucrative and steady stream of income. Within your REP sphere you have a route. You gain your REP x 100 Cr each week. This exploit cannot be used during downtime.NEW
White-hatHacker† You are practised at hacking and anti-hacking techniques. You can actively provide a starship control computer with a +4 ELECTRONIC DEFENSE score, and gain a +1d6 bonus to electronic attacks.NEW
EnduringHumanHumans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition.NEW
ExplorerHuman Driven by an inquisitive, exploratory nature, Humans recharge their LUC pool every time they stand on a planet new to them or take a wilderness journey of more than one week's length. They can only gain this bonus once per month.NEW
LearnersHumanHumans start play with one additional free Universal Exploit.NEW
VariedHuman Humans boast more variation within their species than most. Add 2 to any attribute, and add a further +1 to one other attribute (noted above).NEW
False IdentifyIntelligence Officer/Spy† You are able to create a false identity, complete with background records, in one day.NEW
Miraculous EscapeIntelligence Officer/Spy† Once per day you may automatically succeed in one attempt to escape handcuffs or other restraints.NEW
MonologueIntelligence Officer/Spy† Once per day you can make a CHA vs. MENTAL DEFENSE attack against an enemy. If successful, your target explains their plan with a short monologue.NEW
Off The GridIntelligence Officer/Spy† You know how to disappear without trace, dropping off the grid completely. No location discerning checks or abilities can find you unless you want them to.NEW
Safe HouseIntelligence Officer/Spy† You can use a safe house on any populated planet to grant your off the grid ability to your entire party.Off The GridNEW
AthleteJock† You are able to either throw objects with a +50% to their range increment, OR gain a +2 to your SPEED.NEW
Light SleeperMarine Cadet Asssignment† You gain a Kevlar vest and a rifle. You also gain the ability to sleep lightly, and are not disadvantaged by perception check made while asleep.NEW
Battle ScarsMarine Tour† You've received so many battle scars that you sometimes don't notice injury. You gain a SOAK bonus of 2.NEW
Get On With ItMarine Tour† Your platoon doesn't have much patience for whining about minor injuries. Once per day you can pause for two actions and recover 2d6 HEALTH.NEW
Platoon LeaderMarine Tour† You are able to grant your entire party a +1d6 INITIATIVE bonus as long as they are within 30' of you.NEW
Quick NapsMarine Tour†You've learned to manage with little sleep. As long as you get 4 hours, you count as fully rested.NEW
Shake It OffMarine Tour† You gain a +1d6 bonus when attempting to shake off a condition.NEW
Bedside MannerMedic† You gain a medical pouch and a medical scanner. Your long-term care is of such quality that your patient gains an additional 1d6 HEALTH per day. You may only have one patient under your long-term care at a time.NEW
DiagnosisMedic† You gain +1d6 bonus to all scans made with a medical scanner, and a +1d6 bonus to identify or treat diseases. Make a Difficult [16] LOG check before advancing any attributes. If you succeed, you discovered a new disease or illness which is named after you; you also gain 1 bonus REP attribute point.NEW
Emergency ResponseMedic† When starship casualties are rolled for a ship on which you are in charge of the medical facilities, roll the casualty amount twice and take the lowest value. Medical OfficerNEW
Exceptional Healing HandsMedic† Your Healing Hands ability increases to 2d6 points of HEALTH.Healing HandsNEW
Healing HandsMedic† Using basic medical equipment, you can heal 1d6 points of HEALTH to an adjacent creature as a single action. Any given creature can only benefit from your healing in this way once per day.NEW
Medical Knowledge BaseMedic† Choose four [medical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.NEW
Medical OfficerMedic† On board a starship, your vessel's daily sickbay capacity for restoring casualties to active duty is increased by 10% as long as you are in charge of the medical facilities.NEW
ResuscitationMedic† You can revive a seemingly dead creature with a LOG check. The creature must have “died” within the last five minutes, and the difficulty value of the check is 20 + the damage of the attack that killed it. The creature wakes up with 1 HEALTH. Exceptional Healing HandsNEW
Ward ManagementMedic† You are an expert at running and managing a ward or sickbay. The number of patients you can have under your long-term care is increased to the value of your LOG attribute.Bedside MannerNEW
DarksightMiner†You have spent so much time below ground that you've developed darksight to a distance of 30'.NEW
Identify SubstanceMiner† You can identify by sight any mineral or metal based substance automatically.NEW
Mining HazardsMiner† You gain a +2d6 bonus to spot underground hazards and traps.NEW
Toxic GasesMiner† The underground is full of toxic fumes, and you've become used to them. You gain SOAK 5 (poison).NEW
Underground SenseMiner† When underground you can always determine direction and depth and pick a route to the surface.NEW
TechnicianMoisture Farmer† You are adept at maintaining and repairing old equipment, persuading it to function for far longer than it is designed to. You can make any non-functioning Medium or smaller electronic item work for up to one hour, although it will be permanently broken thereafter.NEW
PetrolheadNavy Brat† You have a familiarity with vehicles of military design. When driving or piloting a military vehicle (but not a starship), you gain a +1d6 bonus to checks to operate it.NEW
Ship RatNavy Cadet† You gain an overall familiarity with naval vessels and starships, and get a +1d6 bonus to checks related to them.NEW
AcclimatizedNavy Tour†Missions into hostile environments make you used to changes in gravity. Your move speed in high and low gravity environments (but not zero-g) is equal to your regular SPEED.NEW
Brace YourselfNavy Tour† You are so accustomed to the starship environment, instinctively knowing how to brace yourself, that you never take damage from external starship fire.Starship FamiliarityNEW
Bridge OfficerNavy Tour† If you are commanding a starship, all bridge officers gain a +1d6 bonus to starship operations from your presence.NEW
First ContactNavy Tour† You were involved in a first contact mission, discovering a new alien species. Decide on the nature of the species (with your GM's approval). You gain a bonus +1 REP and 1 rank in linguistics.NEW
Starship FamiliarityNavy Tour† Your familiarity with naval starships is such that you can automatically navigate to any location inside one.NEW
You Have The ConnNavy Tour† You may donate LUCK dice to allies while on the bridge.Bridge OfficerNEW
ConfidantNovice† Being brought up in a monastery has given you a certain perception. You can discern a lie through a mix of intuition and experience. You gain a +1d6 bonus to discern lies and deceptions.NEW
BrawnyOgron† Ogrons increase their carrying capacity by 50%.NEW
Dull-wittedOgron† Although slow-witted, Ogron minds are hard to penetrate. They gain a +4 bonus to MENTAL DEFENSE.NEW
LargeOgron†As a large-sized race, Ogrons suffer a -4 penalty to their MELEE DEFENSE and RANGED DEFENSE scores.NEW
SmellyOgron† No matter what they do, Ogrons smell bad. They take a permanent -1d6 penalty to any attempts at stealth.NEW
StrongOgron†Ogrons are noted for their strength. When taking a new career, an Ogron may optionally exchange one of the listed four attribute increases for STR, as long as it doesn't result in a duplicate attribute advancement.NEW
Stronger With AgeOgron† Unlike most species, Ogrons can continue to increase their STR attribute into old age. Ancient Ogrons are incredibly strong.NEW
UrchinOrphan† You are very familiar with urban backgrounds, and are able to blend in easily. With a one-hour period in a new city, you are able to name local crime figures.NEW
CaptivatingPerformer† You have the ability to captivate people with your musical ability. While using your musical instrument or voice, all those who can hear you become beguiled (unable to attack you) until you stop. This requires a CHA vs. MENTAL DEFENSE check and a full two actions each turn.NEW
FearfulPerformer† You can use voice or music to instil fear in those who hear it. While using your musical instrument or voice, all those who can hear you become nervous (-1d6 to all interactions with you or with a target or object of your choice) until you stop. This requires a CHA vs. MENTAL DEFENSE check and a full two actions each turn.NEW
GigsPerformer† You can make money by playing at bars and doing local performances. You can automatically make an amount equal to a CHA check x 10 Cr per day by doing this. This exploit cannot be used during downtime.NEW
LullabyPerformer† Your music and make people drowsy. While using your musical instrument or voice, all those who can hear you become weary (-1d6 to all physical attribute checks and -1 SPEED) until you stop. This requires a CHA vs. MENTAL DEFENSE check and a full two actions each turn.NEW
Triple-ThreatPerformer† You gain the skills singing, dancing, and acting at 1 rank (1d6). This does not increase the rank of an existing skill.NEW
AstrogatorPilot† You are a great navigator, able to plot FTL journeys with ease. The travel increment on a starship you are piloting is increased by 2 days.NEW
Cruise ControlPilot† You are able to easily navigate in-system at subluminal speeds without an attribute check.NEW
Evasive FlyingPilot† A ship which you pilot gains a DEFENSE bonus equal to your AGI attribute dice pool.NEW
Evasive ManeuverPilot† As an action, you may designate one incoming missile per round and gain an additional +5 DEFENSE against it.Evasive FlyingNEW
Full StopPilot† As an action, you can bring a starship to an immediate stop without needing to decelerate. This causes 1d6 damage to the ship's superstructure.NEW
Push The LimitsPilot† You can exceed a ship's normal maximum FTL speed by one factor (as long as it has FTL capability).NEW
SideslipPilot† You can move your ship in a sideslip maneuver. This moves it one hex forward and one hex sideways for the cost of two hex moves.NEW
Stay On TargetPilot† While in the rear arc of a target ship, you negate any bonus it gets from Evasive Flying.Evasive FlyingNEW
Anti-surveillancePolice Officer† You are so familiar with surveillance devices, blind spots, and avoidance techniques that, by moving half your speed, you can render yourself invisible to electronic monitoring equipment.NEW
BackupPolice Officer† In an allied urban environment, you can call for backup once per day in the form of 1d6 police officers who arrive within 5 minutes and who will follow your orders.NEW
Freeze!Police Officer† You can compel a target to "freeze!" with a CHA vs MENTAL DEFENSE check. If successful, the target stops in his tracks and gains the Restrained condition. The target must be able to understand you and have an INT attribute of 2 or more. You can only do this to a given target once.NEW
Out Of PlacePolice Officer† You know the signs of suspicious behavior. You gain a +1d6 bonus to checks made to spot unusual or criminal activity.NEW
TroublesensePolice Officer† You are able to spot trouble before it happens. You gain a +1d6 bonus to INITIATIVE checks.NEW
ConfessionalPriest† Your insights into the morality of living things enables you to draw confessions from others. Given an hour of conversation, you gain a +2d6 bonus to checks designed to gain information from another creature.NEW
RespectPriest† Your position in the clergy grants you a certain reverence from others. Sentient opponents able to recognise your occupation take a -1d6 penalty to attack you on their first attack as long as you have not attacked them first.NEW
Unshakeable FaithPriest†You have faith, a peace of mind and an inner tranquillity which is hard to penetrate. You gain +5 to your MENTAL DEFENSE.NEW
Prison ToughPrisoner† You are mentally and physically toughened. Each time you go to prison you gain a permanent +1 bonus to your DEFENSE and MENTAL DEFENSE.NEW
ShivPrisoner† You are easily able to improvise weapons using your surroundings – glasses, rocks, and so on. You always count as carrying a knife or club.NEW
UnorthodoxProdigy† You often have an unorthodox approach to things. Once per day you may substitute one of your mental attributes for another one for the purposes of making a single attribute check.NEW
Psychic InterrogationPsi-cop† You can make a special PSI attack vs. a suspect's MENTAL DEFENSE. Success means that they must answer three yes/no questions truthfully.NEW
Psychic TorturePsi-cop† You use an unethical technique of mental torture to force a suspect to speak, gaining +2d6 to an intimidation check.NEW
Sense MotivePsi-cop† You are able to sense strong emotions within 30', although you cannot necessarily pinpoint their location.NEW
Speak-With-DeadPsi-cop† You have the ability to interrogate a dead body which has been dead for less than a day. It will truthfully answer three yes/no questions with no PSI check needed.NEW
EmpathyPsychic†You can automatically sense strong emotions in others within 30'.NEW
Fair TradePsychic†You are able to monitor a negotiation or bargaining situation with the agreement of both parties. You immediately sense any falsehood or deception on either part.NEW
Ghostly AdvicePsychic†Once per day you may receive advice from “ghosts” (really lingering consciousness artifacts) which gives you a +2d6 die bonus to the next attribute check you make within 1 minute.NEW
PrecogPsychic†Your natural precognition gives you a +1d6 bonus to Initiative checks as well as checks to access the ambush turn.NEW
Analytical EyeScientist† You are able to identify the resistances, immunities, and vulnerabilities of any creature you can see with a Difficult [16] LOG check; if you use a hand-scanner, it is only a Challenging [13] LOG check. This requires two full actions of observation.NEW
ImproviserScientist† In the field, you need to improvise. Using your scientific know-how, you can create a crude object or device from your surroundings. This requires a LOG check, with a difficulty value equal to the purchase value of the object, and takes 30 minutes.NEW
ModifyScientist† You may modify the output of any energy weapon or device to any other energy type of your choice. This takes one minute. The device operates for five minutes, but breaks permanently when this time is up.NEW
Scientific Knowledge BaseScientist† Choose four [scientific] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.NEW
PrivilegedScion† You gain two sets of exceptional quality clothing and 1,000 bonus credits.NEW
ClimberScout/Special Forces†You gain a CLIMB speed equal to your regular SPEED.NEW
Hostile TerrainScout/Special Forces† You do not suffer penalties for moving across difficult terrain.NEW
HustleScout/Special Forces† Your SPEED increases by 2.NEW
Quick-hideScout/Special Forces† You are able to disappear while in plain sight. You can make a stealth check even while under observation to move your speed and become effectively invisible for a round. You may then make regular stealth checks as normal, but cannot repeat this feat against the same observer.NEW
SwimmerScout/Special Forces† You gain a SWIM speed equal to your regular SPEED.NEW
UnsuspiciousService Droid† Everybody trusts a service droid; it doesn’t even occur to them that one might lie or attack. You gain a +1d6 bonus to all attempts to bluff or deceive or to access an ambush turn.NEW
FenceSmuggler† In an urban environment, you can sell goods for 75% of normal cost rather than 50%.NEW
HagglerSmuggler† You know how to get a good deal. You reduce the cost of any purchase by 2d6%.NEW
Seat Of Your PantsSmuggler† Smugglers rely a lot on old-fashioned luck and bravado. They can recharge their LUCK pool one extra time per day.NEW
Secret RoutesSmuggler† You know all the secret – if dangerous – trade routes. If you navigate a starship, you may reduce the journey distance (in parsecs) by 2d6%.NEW
SmuggleSmuggler† You know how to hide objects, either about your person or in a location. You gain a +2d6 bonus to attempts to hide items.NEW
Good PositionSniper† You cannot be pinned down in combat.NEW
Perfect AimSniper† The bonus you gain for the Aim exploit increases to +2d6.NEW
Steady EyeSniper† All weapon range increments increase by 50%.NEW
Vantage PointSniper† You gain an additional +1d6 to attack with a ranged weapon if you are at least 30' higher than your target. This stacks with the regular +1d6 bonus for high ground.NEW
High ClassSocialite† You are at home when in high-class social gatherings. In such environments, you gain a +1d6 bonus to all attribute checks. Unfortunately, you are less comfortable – or welcome - in lower-class environments, and suffer a -1d6 penalty to all social interactions in such situations.NEW
G-ForcesSpace Jockey†You are trained to resist g-forces. You gain SOAK 5 to crushing damage.NEW
Hitch-HikerSpace Jockey† You can get free passage for yourself and your party on civilian vessels.NEW
Mr FixitSpace Jockey† You gain a +1d6 bonus to rolls made to repair starships.NEW
Space SicknessSpace Jockey†Nearly every astronaut gets sick. You learn to ignore it. You become immune to sickness conditions.NEW
Used MarketSpace Jockey† You know many starship dealers and merchants. You can save 10% on the cost of starship components.NEW
Zero-g MonkeySpace Jockey† You gain an effective fly speed equal to your regular SPEED in zero-g environments.NEW
BerserkerSpartan† Spartans can enter a berserker rage by tasting their own blood when they are below half HEALTH. This grants them a +1d6 bonus to all attack rolls. The rage only ends when all foes are dead, or the Spartan is rendered unconscious or restored to above half HEALTH.NEW
Redundant OrgansSpartan† Spartans have a number of redundant organs and heal fairly rapidly. They can spend five minutes to heal 2d6 HEALTH once per day.NEW
WarlikeSpartan† Spartans gain one bonus [combat] skill.NEW
Bred For WarSpartan Battle School† You gain 3 points of natural SOAK. You also gain a distinctive scar.NEW
SwordsmanSpartan Battle School† You gain a high quality Spartan sword.NEW
DestinyStar Knight† You may meditate for 5 minutes once per day to replenish your LUCK pool.NEW
Enhanced AttributesStar Knight† You gain +2 SPEED and +5' to both vertical and horizontal jump distances.NEW
ForesightStar Knight† You always gain access to the ambush turn.NEW
Laser SwordStar Knight† You build your own standard quality laser sword.NEW
Missile DeflectionStar Knight† You are able to deflect incoming ranged attacks with your laser sword. This allows you to use your laser sword for DEFENSE against ranged attacks as well as from melee attacks.Laser SwordNEW
Psionic AttributesStar Knight† Once per round you may use your PSI attribute in place of any STR, AGI, or END check.Enhanced AttributesNEW
Psychic ChokeStar Knight† You can squeeze the breath from a victim within 30' with a PSI vs. DEFENSE check, causing 3d6 blunt damage.TelekinesisNEW
Psychic PushStar Knight† Once per round you can, as an action, make a PSI vs. DEFENSE attack to push a single creature of size Medium or smaller a distance in feet equal to your PSI check.TelekinesisNEW
Psychic SuggestionStar Knight† You can momentarily influence the thoughts and actions of another creature within 30' by making a PSI vs. MENTAL DEFENSE check.Telepathic MessageNEW
RecoverStar Knight† You can meditate for five minutes to recover full HEALTH once per day.NEW
RefocusStar Knight† Once per day you can focus and recover HEALTH equal to your PSI attribute check. This takes two actions.RecoverNEW
Sense PsionicsStar Knight† You can sense the presence of psionics within 30' of you.NEW
SummonStar Knight† You can telekinetically call a Small or smaller object within 10' to your hand by using two actions. If the object is held by someone else, it will require an opposed PSI vs. STR check.NEW
TelekinesisStar Knight† You can freely telekinetically move and manipulate single objects of Small size or smaller within 30' of you. You may only manipulate one such object at a time.SummonNEW
Telepathic MessageStar Knight† You develop the ability to freely send short telepathic messages to other intelligent creatures with whom you have spent time.NEW
Throw SwordStar Knight† You can throw a laser sword as a ranged weapon with a range increment of 10'. The sword returns to your hand.Laser SwordNEW
Starbase LayoutStarbase Assignment† You become accustomed to the layout of starbases and outposts, and can navigate them without need for reference.NEW
Street ToughStreet Thug† Life on the streets is tough. You gain a natural +2 SOAK.NEW
The Filth!Street Thug† You have developed an uncanny ability to detect the law enforcement. When attempting to sniff out a police officer or similar authority figure, you gain a +1d6 bonus.NEW
EmpathTalent† You can sense strong emotions in those with whom you converse.NEW
HagglerTrader† You know how to get a good deal. You reduce the cost of any purchase by 2d6%.NEW
Sale Of The CenturyTrader† You worked hard on a great deal, and it netted you 1,000Cr. You may repeat this exploit, gaining 1,000Cr each time.NEW
Trade RoutesTrader† You know the best, most profitable trade routes. Your starship fuel costs are reduced by 20%.NEW
StargazerTraveller† Your years of travelling the space lanes has heightened your sense of location. You can identify which system you are in if you are able to see the sky (as long as you are not in uncharted space).NEW
Acute HearingVenetian†Venetians have excellent hearing, and gain a +1d6 bonus to INT checks when sound is relevant.NEW
DisciplinedVenetian† The mental discipline of a venetian is such that they are completely immune to the Fatigued condition, as long as they get 8 hours sleep per week. This is not a preferred situation, however.NEW
LearnedVenetian†Venetians start with four species skills rather than three. The bonus (fourth) skill must be a [scientific] skill.NEW
LogicalVenetian†Venetians are noted for their intelligence and logic. When taking a new career, a Venetian may optionally exchange one of the listed four attribute increases for LOG, as long as it doesn’t result in a duplicate attribute advancement.Venetians are noted for their intelligence and logic. When taking a new career, a Venetian may optionally exchange one of the listed four attribute increases for LOG, as long as it doesn’t result in a duplicate attribute advancement.NEW
Long-LivedVenetian†When creating a Venetian character, multiply their career lengths by 5.NEW
Naturally PsionicVenetian† A society which integrates psionics from childhood, Venetians start play with one free psionic exploit.NEW
FortifiedVenetian Retreat† You gain a +5 bonus to MENTAL DEFENSE.NEW
Radiation ResistanceMutant°You are immune to radiation damage.JDW
MutationMutant°Roll on the mutation table to randomly determine your mutation.JDW
Ingrained Skill PackageClone°You come into being with existing skills and abilities. Choose one category from the following: [combat], [physical], [academic]. You gain four skills at one rank from your chosen category.JDW
Fast HealingClone°Clones heal an extra 1d6 HEALTH each day.JDW
MindlessRobot°Robots are immune to any attacks which target MENTAL DEFENCE.JDW
DeterministicRobot°A Robot’s PSI attribute cannot rise above zero. A Robot can have a LUC attribute, but cannot spend LUC dice to gain bonus dice when making attribute checks.JDW
Electronic VulnerabilityRobot°Robots are vulnerable (1d6) to electricity damage and vulnerable (2d6) to ion damage.JDW
AutomatonRobot°Robots do not need to eat, sleep or breathe, and weigh 150% normal.JDW
Modification ChoiceRobot°Choose one Robot Modification exploit.JDW
Natural ClimbersChimp°Chimps gain climbing as a natural movement mode, able to climb at their full speed with no checks needed.JDW
Zero-GChimp°Chimps gain zero-g as a natural movement mode, able to move in zero-g at their full speed with no checks needed.JDW
Great LeapChimp°Chimps gain +5’ to both horizontal and vertical jump distances, and are able to use their full jump distances from a standing start.JDW
ThrowersChimp°Chimps are great at throwing things. They double the range increment of thrown items and do +1d6 damage with thrown weapons.JDW
AgileChimp°Chimps are noted for their dexterity. When taking a new career, aChSimp may optionally exchange one of the listed four attribute increases for AGI, as long as it doesn’t result in a duplicate attribute advancement.JDW
Weak-willedChimp°Chimps suffer a -2 penalty to MENTAL DEFENCE.JDW
Mighty LoadGorilla°Gorillas are able to carry great weights. Their CARRY capacity (and their max lift) is double normal.JDW
Thick FurGorilla°Gorilla fur means that they are immune to cold-based environmental effects and gain natural SOAK 5 vs. cold damage.JDW
RoarGorilla°Gorillas can roar at a single target within 30’, making a CHA mental attack; on a hit, the target becomes Afraid. Any given target can only be affected by this roar once.JDW
I Am Kang!Gorilla°Because of their large size and physical prowess gorillas inflict an additional +1d6 damage in unarmed combat.JDW
King Of The SwingersOrangutan°Orangutans have a natural CLIMB speed equal to their normal SPEED and do not need to make checks when climbing.JDW
Great LeapOrangutan°Orangutans have double the normal jump distance, and take half damage from falls.JDW
FastOrangutan°Orangutans get a +1 bonus to their SPEED, and a +1d6 bonus to INITIATIVE.JDW
AvianAcoraxThe Acorax’s small wings grant it +10’ JUMP distances (both horizontal and vertical) and allows it to take no damage from falling as long as the fall is greater than 10’.GSC
Hollow-bonedAcoraxAn Acorax’s bones are hollow, making it vulnerable (1d6) to blunt damage. They weigh half the normal weight of a creature of their size.GSC
BeakAcoraxThe Acorax’s powerful beak increases natural damage by +1d6 and changes it to piercing damage.GSC
MimicryAcoraxAcorax are able to mimic any voice nearly perfectly.GSC
AvianAdraxiAdraxi can fly, but not as well as their ancestors once could. From any height, they may glide to the ground without harm; or they may launch 10’ into the air with a couple of flaps and glide a horizontal distance equal to two actions of movement (they must use both actions to move in this way), gaining a FLY speed equal to their regular SPEED. The Adraxi must land at the end of this movement.GSC
ReptilianAdraxiLike many reptiles, the cold-blooded Adraxi suffers from Vulnerability (1d6) cold.GSC
Serrated BeakAdraxiAn Adraxi’s sharp, serrated beak is a dangerous weapon, giving them 2d6 piercing base unarmed damage.GSC
PerchAdraxiAn Adraxi can perch comfortably on any roughly horizontal object, from a tightrope to a cliff ledge, gripping it with their strong claws.GSC
Leathery WingsAdraxiAn Adraxi can use its tough, leathery wings as a shield, gaining +2 MELEE and RANGED DEFENSE. The Adraxi cannot have an additional shield bonus.GSC
Mighty LoadArgonArgons are able to carry great weights. Their CARRY capacity (and their max lift) is double normal.GSC
Commune With NatureArgonArgons have the ability to talk to land-based semi-sentient beasts. This does not grant those animals intelligence or knowledge they would not already have.GSC
PacifistArgonWhile big and strong, and more than capable of it, Argons do not enjoy violence. They suffer -1d6 to INITIATIVE checks.GSC
Thick FurArgonArgon fur means that they are immune to cold-based environmental effects and gain natural SOAK 5 vs. cold damage.GSC
RoarArgonArgons can roar at a single target within 30’, making a CHA mental attack; on a hit, the target becomes Afraid. Any given target can only be affected by this roar once.GSC
Mighty LoadYakanYakans are able to carry great weights. Their CARRY capacity (and their max lift) is double normal.GSC
Thick FurYakanYakan fur means that they are immune to cold-based environmental effects and gain natural SOAK 5 vs. cold damage.GSC
RoarYakanYakans can roar at a single target within 30’, making a CHA mental attack; on a hit, the target becomes Afraid. Any given target can only be affected by this roar once.GSC
Cannot SpeakYakanYakans can only speak their own language of growls and roars.GSC
InsectoidBetruxClimbing is a natural movement mode for Betrux, which has a CLIMB speed equal to its regular SPEED and does not need to make attribute checks to climb.GSC
Thick ShellBetruxA Betrux’s chitinous shell gives it a natural SOAK 5.GSC
AntennaeBetruxA Betrux’s antennae is capable of picking up e-m waves (making it able to act as a communicator receiver).GSC
BlindBetruxBetrux are almost blind, suffering -1d6 to perception-based checks. Note that Betrux are not immune to the Blind condition; this represents damage to their antennae instead.GSC
SlowBetruxA Betrux’ heavy shell causes it a -1 SPEED penalty.GSC
MandiblesBetruxA Betrux’s mandibles make it able to chew through wood with ease, doing double natural damage to wooden objects and creatures.GSC
SubspeciesBetruxChoose one of the following Betrux subspecies: Swimmer, Digger, Glider, Water-strider, Extremophile.GSC
AquaticBragiBragi can operate underwater and have a SWIM speed equal to their regular speed. However, their land speed is reduced by -1.GSC
NavigatorBragiBragi are able to compute FTL routes better than most. The effective FTL speed of a ship in which a Bragi is pilot or engineer is increased by +1, and Bragi can act intuitively as a navigation computer, naturally providing a vessel they are piloting a Max FTL value equal to their INT score.GSC
Adaptive GillsBragiBragi have natural breathing filters which enable them to operate in a vacuum (or toxic atmosphere or gas) for up to five minutes without effect.GSC
SuckersBragiA Bragi’s suckers are powerful; Bragi can grip even the smoothest of surfaces, gaining CLIMB as a natural movement mode and a CLIMB speed equal to their regular SPEED. Additionally, when items are gripped with those stonrg suckers, it is impossible to disarm a Bragi.GSC
PerceptiveBragiBragi are noted for their spatial awareness. When taking a new career, a Bragi may optionally exchange one of the listed four attribute increases for INT, as long as it doesn’t result in a duplicate attribute advancementGSC
Long-LivedBragiWhen creating a Bragi character, multiply their career lengths by 2.GSC
ChangelingChangelingChangelings can change shape to accurately resemble any other medium-sized object or creature. The result is 100% accurate in physical appearance, although the Changeling may need to rely on bluffing skills when interacting with others. Some Changelings spend years in a borrowed shape. Changing shape takes all of the Changeling's actions and requires expenditure of a LUC die.GSC
RegenerationChangelingChangelings regenerate 1 HEALTH, physically repairing damage, at the start of each turn as long as they have at least 1 HEALTH.GSC
Morphed WeaponChangelingThe changeling can form a physical weapon (blade, spike, club) with one of its limbs as a free action.  The weapon does slashing, piercing, or blunt damage (changeling's choice) equal to the changeling’s normal unarmed damage +1d6.GSC
Acid VulnerabilityChangelingHowever, they are vulnerable (2d6) to acid damage, and cannot regenerate it.GSC
AgelessChangelingChangelings do not age, do not have an age category, or access to age-based exploits.GSC
IrradiatedCharonCharons are completely immune to radiation.GSC
GrotesqueCharonA Charon’s appearance is so grotesque and fearsome that they begin play with intimidation 10 (4d6).GSC
MutationCharonEvery Charon has at least one mutation. Roll 1d6 on the following table: (1) Extra Eyes, (2) Extra Appendage, (3) Displaced Organs, (4) Poison Fangs, (5) Regeneration, (6) Bone Spikes.GSC
InsectoidChoraxClimbing is a natural movement mode for Chorax, which have a CLIMB speed equal to their regular SPEED and do not need to make attribute checks to climb.GSC
Eight-leggedChoraxA Chorax cannot be knocked prone.GSC
WebspinnerChoraxChorax can shoot out a web at a single target to a distance of 30’. On a hit, the victim becomes Restrained. Alternatively, given a minute, a Chorax can fill a 5’ cube with web which must be burned or cut away; it has no SOAK, 50 HEALTH per 5’ cube, but is vulnerable (2d6) to fire.GSC
RevoltingChoraxChorax are mistrusted, disliked, and reviled across the galaxy. They suffer a -1d6 penalty to all social checks.GSC
Poison ImmunityChoraxChorax are immune to poison.GSC
DarksightChoraxChorax can see in the dark as though it were daylight.GSC
MechanoidClockmanClockmen share the same range of traits as other mechanoids: they are immune to any attacks which target MENTAL DEFENSE; an Android's PSI attribute can never rise above zero, and a Clockman cannot spend LUC dice to gain bonus dice when making attributes; Clockmen are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage, and Clockmen do not need to eat, sleep, or breathe.GSC
RepairClockmanOnce per day Clockmen can repair themselves in a patchwork fashion to an amount equal to half their normal maximum HEALTH by spending two actions and resources from their environment.GSC
Wind-upClockmanClockmen can spend two actions winding themselves up. For the next minute, they move at a faster speed (making a rapid clockwork ticking noise while they do so), gaining an extra action each turn, but at the end of the minute they wind down and cannot act or move for one hour.GSC
Internal ClockClockmanClockmen track the passage of time accurately, to the very second.GSC
AttachmentsClockmanClockmen can attach any items they acquire, making them integrated parts of their bodies, up to a total weight equal to their carry increment. They can exchange these items at will; this process takes one hour per item.GSC
DurableClockmanClockmen get a bonus +1d6 HEALTH.GSC
ReptilianDrahzikLike many reptiles, the cold-blooded Drahzik suffers from Vulnerability (1d6) cold.GSC
ScentDrahzikA Drahzik’s tentacles, which cover the lower half of its face, contain highly receptive scent glands. A Drahzik gains +1d6 to all INT checks as long as scent can be a factor.GSC
Fast HealingDrahzikDrahzik heal faster than most races, ganging double the normal healing after an overnight rest.GSC
Cold-bloodedDrahzikDrahzik do not operate well in cold environments. In arctic environments, or environments of a similar temperature, they gain the Slowed condition.GSC
InfravisionDrahzikDrahzik can see in the infrared spectrum, gaining darksight to a distance of 10’ times its INT score.GSC
Traditional GearDrahzikDrahzik begin play with a suit of Drahzik Hunting Armor and a choice of either a Wrist Flechette or a high quality Wrist Blade.GSC
PlantFornianAs plants, Fornians gain natural SOAK 5, but are vulnerable (1d6) to fire/heat damage. They do not suffer penalties for difficult terrain.GSC
SporesFornianFornians can spend a LUC die to emit a cloud of hallucinogenic spores with a 10’ radius entered on themselves. The spores last for one minute. Any creature which starts its turn in the cloud is subject to an END vital attack, or become Confused. If they have LUC dice to spend, Fornians automatically and involuntarily emit these spores if they become Afraid.GSC
Scent MessagesFornianWithout expending a LUC die, any two Fornians can communicate using spores; this is detectable as a faint musty scent to those who make a Difficult [16] INT check. These communication spores have a range of 30’, and can even be left in an area of so as a form of message, losing up to one hour.GSC
Immune To PoisonFornianThe fungal Fornians are completely immune to poison.GSC
AmbulationFornianFornians are not designed to move fast; they suffer a -1 SPEED penalty. GSC
DarksightFornianFornians can see clearly in the dark. GSC
Underground DwellersFornianFornians suffer -1d6 to perception in bright light.GSC
AmphibianGargaGarga can breathe air or water, and have a SWIM speed equal to their normal speed.GSC
Great LeapGargaFrom a standing start, Garga can leap up to 30’ up or across.GSC
Webbed LimbsGargaA Garga can walk on water and other liquids using its webbed feet.GSC
Long TongueGargaUsing their long tongues, a Garga can - as a free action - snatch a small object within 10’, or make a melee attack with the same reach which does 1d6 blunt damage.GSC
ChameleonGargaGarga can change color as a free action; when they use this to match their surroundings, they gain +1d6 to hide.GSC
ReptilianGineanLike many reptiles, the cold-blooded Ginean suffers from Vulnerability (1d6) cold.GSC
CamouflageGineanGineans have the ability to turn almost invisible in jungle environments.GSC
Motion-sightGineanGineans are very sensitive to motion. A moving subject gives them +1d6 to INT (perception) checks.GSC
RegenerativeGineanGineans have a natural reptilian regenerate ability. Once per day they may pause for five minutes, during which they regain HEALTH equal to an END attribute check.GSC
Long-LivedGineanWhen creating a Ginean character, multiply all career lengths by 3.GSC
Pack AttackGobberGobbers work best in groups, using numbers to compensate for their small size. Gobbers gain +1d6 to attack a target for every ally also adjacent to the target.GSC
DarksightGobberGobbers can see in darkness as though it were normal light. GSC
Bright LightGobberGobbers are vulnerable to bright light, however, and lose their Natural Cunning ability in direct sunlight, and cannot shake off the Blind status if it is caused by bright light (note that temporary conditions automatically end after 5 minutes).GSC
Natural CunningGobberAlthough not known for their intellect, Gobbers do possess a natural instinct. They gain +1d6 to INITIATIVE checks.GSC
ScavengersGobberGobbers can use any organic material as food, no matter how strange or rotten, and as such are immune to poisons.GSC
SnatchGobberUsing a melee attack, a Gobbers can steal a small-sized or smaller item from an adjacent target, even in combat.GSC
Between The LegsGobberA Gobber can freely move through the squares of large sized or larger creatures which have two or more legs.GSC
EmpathyGreyGreys can automatically sense strong emotions in others within 30'.GSC
Telepathic MessageGreyGreys can freely send short telepathic messages to other intelligent creatures with whom they have spent time.GSC
TelekinesisGreyThe Grey can freely telekinetically move and manipulate single objects of size Small or smaller within 40'. It may only manipulate one such object at a time. If the object is held by someone else, it requires an opposed PSI vs. STR check.GSC
Long-LivedGreyWhen creating a Grey character, double the length of careers.GSC
Telekinetic ShieldGreyThe Grey maintains a telekinetic shield which gives it +1 to MELEE, RANGED, and VITAL DEFENSE.GSC
Eat AnythingGrisGris can ingest any organic matter, and are immune to poisons.GSC
Poor SightGrisA Gris’ poor sight means that ranged weapons operate at half (round up) their normal range increment. However, Gris are immune to the Blind condition, able to easily compensate with other senses.GSC
PhilosophicalGrisGris are reasoned and scholarly, calm and placid. They never become angry, and are immune to the Angry condition.GSC
ScholasticGrisGris can spend a LUC die to recall any piece of information, as long as that information is not secret. The GM will answer one question truthfully.GSC
AdviceGrisGris can spend two actions to give an ally one free action, which they must take immediately.GSC
Natural WeaponsHellionA Hellion's horns and tail make for dangerous natural weapons. A Hellion's natural damage is 2d6 rather than the 1d6 its size would normally allow, and becomes piercing damage.GSC
Superior DarksightHellionHellions can see in the dark as though it were daylight.GSC
Fire ResistanceHellionHellions have a natural SOAK 5 (heat/fire). At old age, this increases to 10.GSC
AntipsykerHellionSo averse to psionics are they, Hellions actually naturally suppress psionics in their presence. Hellions get +4 DEFENSE against any psionic attacks. However, they can never have a PSI attribute.GSC
MechanoidHologramHolograms share the same range of traits as other mechanoids: they are immune to any attacks which target MENTAL DEFENSE; a Hologram's PSI attribute can never rise above zero, and a Hologram cannot spend LUC dice to gain bonus dice when making attributes; Holograms are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage, and Holograms do not need to eat, sleep, or breathe.GSC
IntangibleHologramHolograms have no physical form, and as such are immune to physical non-energy damage. They are not able to manipulate objects.GSC
Free MovementHologramHolograms can move freely across all terrains and difficult terrains, and are unaffected by environmental features. However, they are unable to pass through solid objects and walls.GSC
ImmortalHologramA hologram cannot be killed in the normal way. If reduced to 0 HEALTH, the hologram deactivates, but it remains at 0 HEALTH and recovers it at the normal daily rate. The only way to permanently destroy a hologram is to destroy its CPU, which is located in a computer elsewhere. The location of this CPU should be noted.GSC
Limited RangeHologramA hologram cannot move more than one mile from its CPU.GSC
AgelessHologramLike many Mechanoids, Holograms do not age and do not have access to any age-based exploits.GSC
CrystallineHousekiAs crystalline creatures, Houseki can be tough to damage. They gain a natural 10 SOAK, but are vulnerable (1d6) to sonic damage and take double damage from falling, due to their more brittle nature. Houseki are immune to the Bleeding condition. Houseki can exist comfortably in a vacuum. They do not need to breathe, and their crystalline structure means that pressure differences do not cause them damage.GSC
Always GrowingHousekiA Houseki’s size category depends on its age category. Young Houseki are small, adult Houseki are medium, and old Houseki are large. In theory, Houseki can continue to grow forever, barring an accident.GSC
Crystal HealingHousekiA Houseki’s crystalline body repairs itself at a rapid rate. Houseki gain 1 HEALTH every hour (up to their maximum HEALTH). This repair can be visibly seen as new crystals form and grow on the Houseki’s body.GSC
Jagged CrystalHousekiThe jagged protrusions all over a Houseki’s body mean that their natural damage type is piercing.GSC
Slow & CarefulHousekiHouseki are naturally slow; they suffer -1d6 INITIATIVE (to a minimum of 1d6), and -1 SPEED.GSC
ImplacableHousekiHouseki are noted for their implacability. When taking a new career, a Houseki may optionally exchange one of the listed four attribute increases for WIL, as long as it doesn’t result in a duplicate attribute advancement.GSC
Long-lived HousekiWhen creating a Houseki character, multiple all career lengths by 3.GSC
Crazed MindsWarpedThe Warped really are a bit different. They think differently, and act strangely. They gain +2 MENTAL DEFENSE.GSC
Warped PsionicsWarpedWarped begin play with two clairsentience or clairvoyance psionic powers.GSC
See GhostsWarpedWarped claim to be able to see ghosts. Whether these are hallucinations or some strange artifact of the black holes they grown up near, these ghosts are able to impart information. Once per day, a Warped can spend a LUC die and ask one yes/no question which the GM will answer truthfully.GSC
PheromonesJamilaJamila are surrounded by a cloud of pheromones which extends 5’ around their body. Once per day, using two actions, the Jamila is able to manipulate one target within the cloud with a CHA-based mental attack; the target gains the Charmed condition. The target is thereafter immune to the effect for one day. Targets always know when a Jamila attempts to do this, and will almost always resent it.GSC
Draining Life ForceJamilaJamila are able to make a melee attack against a target; on a successful attack, they drain their victim’s life force (HEALTH) by 1d6 psychic damage, and gain the same HEALTH back themselves. The experience is intensely pleasurable for the victim. This cannot kill the target: a victim reduced to zero HEALTH in this manner does not form a death dice pool, and simply falls unconscious. Any given target can only be affected by this attack once per day. The 1d6 damage cannot be increased beyond a flat 1d6.GSC
DiplomatsJamilaJamila are noted for their charm and beauty. When taking a new career, a Jamila may optionally exchange one of the listed four attribute increases for CHA, as long as it doesn’t result in a duplicate attribute advancement.GSC
Pack-bondingKanidA Kanid can designate one person per point of CHA as a member of its “pack”. It can, at-will, donate its LUC dice to its pack members, which must be used immediately.GSC
Fur CoatKanidThe Kanid’s fur coat keeps it warm in cold climes. It gains natural SOAK 5 (cold).GSC
ChasersKanidA heritage of chasing gives the Kanid +1 to its SPEED score.GSC
ScentKanidKanids have incredible senses of smell. They gain 3 ranks (2d6) in scent, which works like perception but only where smell is involved.GSC
Alchohol WeaknessKanidKanids treat alcohol as a poison. Even a small amount renders them lubricated, and larger amounts cause them 1d6 poison damage.GSC
SocialKanidKanids are noted for their social natures, enjoying the presence of others. When taking a new career, a Kanid may optionally exchange one of the listed four attribute increases for CHA, as long as it doesn’t result in a duplicate attribute advancement.GSC
InsectoidKithikClimbing is a natural movement mode for Kithik, which have a CLIMB speed equal to their regular SPEED and do not need to make attribute checks to climb.GSC
Venomous BiteKithikWhen a Kithik makes an unarmed attack, it does piercing/poison damage and inflict the Poisoned conditionGSC
Four ArmsKithikThe Kithik has three actions per round (but can use no more than two for movement or attackGSC
Short-livedKithikKithik live short lives. All career lengths are divided by two (round up). Kitik are adult at 10 years of age, and old at 20 years.GSC
TruesightLaerrekLaerrek have truesight, which enables them to see invisible creatures and items, see through disguises, illusions and holograms, and see in the dark and through obscuring mist and smoke.GSC
ForesightLaerrekLaerrek can see slightly into the future. They gain +1d6 INITIATIVE, +1d6 to INT checks to perception, and +1 to two of MELEE, RANGED, and VITAL DEFENSE.GSC
InsightLaerrekLaerrek are noted for their insight and perceptiveness. When taking a new career, a Laerrek may optionally exchange one of the listed four attribute increases for INT, as long as it doesn’t result in a duplicate attribute advancement.GSC
Long-lived LaerrekWhen creating a Laerrrek character, double the length of careers.GSC
CrystallineMolluk As crystalline creatures, Molluks can be tough to damage. They gain a natural 10 SOAK, but are vulnerable (1d6) to sonic damage and take double damage from falling, due to their more brittle nature. Molluks are immune to the Bleeding condition. Molluks can exist comfortably in a vacuum. They do not need to breathe, and their crystalline structure means that pressure differences do not cause them damage.GSC
Stone FistMollukA Molluk’s natural damage die is 3d6 blunt.GSC
BulkyMollukHeavy, Molluks suffer -1 SPEED and cannot jump. They also suffer -2 RANGED DEFENSE. They weigh three times normal.GSC
Natural CamouflageMollukIn rocky surroundings, a stationary Molluk can become effectively invisible.GSC
Long-lived MollukWhen creating a Molluk character, multiply career lengths by ten.GSC
AquaticNeronNerons can operate underwater and have a SWIM speed equal to their regular speed. However, their land speed is reduced by -1.GSC
Water-breathersNeronNerons cannot breathe in air, and need a breathing mask to do so.GSC
Medical MarvelNeronThe Neron aptitude for medicine is legendary. A Neron can spend LUC dice to heal themselves or others by the amount rolled on the spent dice as long as they have a medical kit available.GSC
Marine FriendsNeronNerons can speak to all marine life. This does not grant those animals intelligence or knowledge they would not already have.GSC
DarksightNeronNerons can see clearly in darkness as though it were daylight.GSC
Water HealingNeronWhile immersed in water, Nerons regenerate 1 HEALTH per round as long as they are below half HEALTH.GSC
WaterboltNeronNerons can blast foes with a range increment of 5 with a jet of water which does blunt damage equal to the Neron’s natural damage.GSC
ReptilianPagozanUnlike many reptiles, the cold-blooded Pagan does not suffer from vulnerability to cold damage.GSC
CamouflagePagozanPagozans have the ability to turn almost invisible in snowy or icy environments.GSC
Motion-sightPagozanPagozans are very sensitive to motion. A moving subject gives them +1d6 to INT (perception) checks.GSC
TailPagozanPagozans have a tail swipe attack as a free action to their rear with 5’ cone, which does their natural damage; they may not attach exploits to this attack.GSC
RegenerativePagozanPagozans have a natural reptilian regenerate ability. Once per day they may pause for five minutes, during which they regain HEALTH equal to an END attribute check.GSC
InsectoidPajakClimbing is a natural movement mode for the Pajak, which have a CLIMB speed equal to their regular SPEED and do not need to make attribute checks to climb.GSC
Compound EyesPajakThe compound eyes of a Pajak give it +1d6 to perception checks and all-around sight, making it immune to flanks and crossfires. Additionally, Pajaks are noted for their perceptiveness. When taking a new career, a Pajak may optionally exchange one of the listed four attribute increases for INT, as long as it doesn’t result in a duplicate attribute advancement.GSC
Thin BonesPajakA Pajak is light (weighing half what a creature its size normally would) and thin. Its carrying capacity is half normal. However, they are double-jointed, and any attempt to escape a physically restrictive situation gains a +1d6 bonus.GSC
ScrawnyPajakA Pajak can never have a STRENGTH score higher than 4.GSC
BitePajakPajak have a bite attack which does 2d6 piercing/poison damage.GSC
Short-livedPajakWhen creating a Pajak character, halve all career lengths.GSC
ReptilianRaptorLike many reptiles, the cold-blooded Raptor suffers from vulnerability (1d6) cold.GSC
Fierce JawsRaptorRaptors have fierce jaws, sharp teeth, and long claws evolved to rip meat apart with ease. Their natural damage is 3d6 piercing.GSC
PounceRaptorRaptors can, from a standing start, pounce on a target within 30’ and, on a successful melee attack, bear it to the ground, doing normal unarmed damage. GSC
Gnaw AwayRodenA Roden can gnaw though anything, given time. Most constantly gnaw on things all day. The Roden’s bite does double damage to inanimate objects.GSC
TailRodenA Roden’s long tail can be used for balancing. Any time the Roden would normally fall or be rendered prone, it can spend one LUC die to remain standing.GSC
Light SensitivityRodenRodens suffer -1d6 to all checks when in bright light. However, they do have darksight to a distance of 5’ per point of INT.GSC
NavigatorsRodenPerhaps the species spent time in mazes in the past; Rodens start play with 3 ranks (2d6) in either navigation or astrogation and can always sense direction.GSC
ScamperRodenRoden are naturally cowardly, and have evolved to run. They get +2 SPEED.GSC
Natural ClimbersSimpSimps gain climbing as a natural movement mode, able to climb at their full speed with no checks needed.GSC
Zero-GSimpSimps gain zero-g as a natural movement mode, able to move in zero-g at their full speed with no checks needed.GSC
Great LeapSimpSimps gain +5’ to both horizontal and vertical jump distances, and are able to use their full jump distances from a standing start.GSC
ThrowersSimpSimps are great at throwing things. They double the range increment of thrown items and do +1d6 damage with thrown weapons.GSC
AgileSimpSimps are noted for their dexterity. When taking a new career, a Simp may optionally exchange one of the listed four attribute increases for AGI, as long as it doesn’t result in a duplicate attribute advancement.GSC
Weak-willedSimpSimps suffer a -2 penalty to MENTAL DEFENCE.GSC
ReptilianSaurianLike many reptiles, the cold-blooded Saurian suffers from vulnerability (1d6) cold.GSC
Always On The MoveSaurianWhen making two moves, the Saurian can take an additional single action.GSC
Balancing TailSaurianAny attempts to unbalance, knock down, or trip a Saurian take a -2d6 penalty.GSC
InexhaustibleSaurianUsed to long journeys on foot, Saurians never tire. They are immune to the Fatigued condition.GSC
Poison BreathSaurianSaurians have a poison breath attack; this targets one creature adjacent to the Saurian and is an END vital attack. On a successful hit, it does 3d6 poison damage, and renders the target Sick. GSC
NomadSaurianNomadic creatures, Saurians are used to continuous movement They get a +1 SPEED bonus.GSC
PlantSolurialSolurials have the plant creature type. They are vulnerable (1d6) to fire, but have 5 natural SOAK. They are ignore difficult terrain.GSC
Lashing VinesSolurialA Solurial has a melee reach of 3 squares (15'), as they lash out with long limbs and vines.GSC
PonderousSolurialSolurials suffer a -2 SPEED penalty (this cannot reduce SPEED to less than 3), and -1d6 to INITIATIVE (to a minimum of 1d6).GSC
PhotosynthesisSolurialSolurials do not eat animal or vegetable matter. Instead, they absorb sunlight directly. A Solurial's requirement for sunlight is similar to a human's requirement for food - it can go a few days without but if left too long the Solurial will grow weak before withering to death. On starships, they will have special chambers or lamps.GSC
Extended FamiliesSolurialSolurials have extended families in the hundreds or thousands, and can remember every single name. Solurials never forget information they have learned.GSC
CamouflageSolurialSolurials get +1d6 to hide in natural surroundings.GSC
RootsSolurialSolurials can grip the ground and surroundings tightly with roots and vines; they are immune to forced movement.GSC
Long-LivedSolurialWhen creating a Solurial character, multiply their career lengths by 7.GSC
HornsTauranA Tauran has horns which can be used in combat. The Tauran’s unarmed (natural) damage increases by +1d6 and becomes piercing damage.GSC
ChargeTauranTaurans gain the Charge exploit for free.GSC
Direction SenseTauranA Tauran always knows which direction is which, and how deep it is below ground or how far it is above ground. A Tauran never becomes lost when travelling. This extends to space travel, and a Tauran is always able to navigate to any given destination.GSC
StubbornTauranTaurans will actually choose to take a blow rather than avoid it. Deduct 3 points spread between MELEE, RANGED, and VITAL DEFENSE (you cannot make a deduction which would reduce a score below 10).GSC
StoicTauranTaurans are honor-bound and brought up to never show pain. When taking a new career, a Tauran may optionally exchange one of the listed four attribute increases for END, as long as it doesn’t result in a duplicate attribute advancement.GSC
CrystallineTorbaniteAs crystalline creatures, Torbanites can be tough to damage. They gain a natural 10 SOAK, but are vulnerable (1d6) to sonic damage and take double damage from falling, due to their more brittle nature. Torbanites are immune to the Bleeding condition. Torbanites can exist comfortably in a vacuum. They do not need to breathe, and their crystalline structure means that pressure differences do not cause them damage.GSC
No PainTorbaniteTorbanites are immune to pain, and are not affected by the Pain condition.GSC
Limited MotionTorbaniteTorbanites cannot have an AGI score of higher than 6; their solid skin makes for stiff movement.GSC
EnduringTorbaniteTorbanites are noted for their resilience. When taking a new career, a Torbanite may optionally exchange one of the listed four attribute increases for END, as long as it doesn’t result in a duplicate attribute advancement.GSC
TusksTrantorA Trantor’s tusks increase its natural damage by +1d6 and change it to piercing damage.GSC
TrunkTrantorThe Trantor’s trunk can be used to perform a third action each round, although it cannot be used to attack or move.GSC
Never ForgetTrantorTrantors have photographic memories and never forget anything. They gain one bonus [scientific] or [artistic] skill.GSC
Slow To MoveTrantorTrantors suffer a -1 penalty to their SPEEDs.GSC
Lasting MindsTrantorTrantors are noted for their memories. When taking a new career, a Trantor may optionally exchange one of the listed four attribute increases for LOG, as long as it doesn’t result in a duplicate attribute advancement.GSC
PlantTreemLike many plants, Treem have natural SOAK 5, but are vulnerable (1d6) to fire and heat. They are able to ignore difficult terrain.GSC
SeedsTreemTreem are able to fire hard seeds with a velocity approaching that of a bullet. This is a natural ranged attack with a range increment of 6 and which does 1d6+2 ballistic damage.GSC
ImmovableTreemFirm and unmoving as a tree, a Treem is immune to forced movement (pushes, pulls, throws, trips) from creatures of its own size or smaller.GSC
Cannot JumpTreemTreem are unable to jump. Their wooden forms do not allow for the required flexibility.GSC
ReptilianVoukiLike many reptiles, the cold-blooded Vouki suffers from Vulnerability (1d6) cold.GSC
HynotismVoukiVouki can move their snakelike heads hypnotically, waving from side to side, making a CHA mental attack against a target within 30’ which can see it. On a success, the target becomes Charmed.GSC
ClimbVoukiAs snakes, Vouki climb as a natural movement mode and have a CLIMB speed equal to their regular speed.GSC
Venomous BiteVoukiVouki have venomous fangs. Their natural damage is piercing/poison, and a successful hit renders the target Poisoned.GSC
BlurZetanZetan can move at astonishing speeds. They double their SPEED, and also gain one extra action each round (although they still cannot normally attack or move more than twice in a round).GSC
Speed DodgeZetanA Zetan gains +4 to both MELEE and RANGED DEFENSE.GSC
Weak-willedZetanZetans suffer a -4 penalty to MENTAL DEFENSE.GSC
UnfocusedZetanZetans find it hard to stay in one career. During character creation, Zetans cannot repeat a career choice. Later, during advancement, in order to repeat a career choice, a Zetan must make a Routine [10] WIL check with a -1d6 penalty for each subsequent repetition of that career. On a failure, the Zetan may not take that career option.GSC
UnstoppableZetanZetans are immune to the Slowed condition.GSC
Short-livedZetanZetans live half the lifespan of a human. Divide all age categories by two, and halve all career lengths (rounding up).GSC
ClimbersZouklanZouklans have a natural CLIMB speed.GSC
Great LeapZouklanZouklans have double the normal jump distance, and take half damage from falls.GSC
AgeDevaDevas do not appear to age, and always reincarnate at the same apparent age.ZPG
ReincarnatedDevaDevas are insightful, and when they reincarnate they usually discover some new knack, represented by a +2 bonus to the player's choice of attribute.ZPG
Deathless CalmDevaDevas gain SOAK 5 to unholy and holy damage, and cannot be blinded by bright light.ZPG
Memory Of Past LifetimesDevaDevas gain four skill choices rather than the usual three. Once per day a deva can roll 1d6 and add it to one attribute check, using a skill she does not possess. This cannot be added to a skill which the deva already has.ZPG
Step Through The DreamingEladrinEladrin can teleport up to 5’ times their MAG attribute to a location they can see as an action, but must take an hour’s rest before they can do it again. Colloquially this is called a ‘fey step.’ZPG
Cold IronEladrinLike many fey, eladrin are vulnerable (1d6) to cold iron.ZPG
Natural WeaponsDeeplingA deepling’s horns and tail make for dangerous natural weapons. A deepling’s natural damage is 2d6 rather than the 1d6 its size would normally allow, and becomes piercing damage.ZPG
Superior DarksightDeeplingDeeplings can see in the dark as though it were daylight.ZPG
Fire ResistanceDeeplingDeeplings have a natural SOAK 5 (fire). At old age, this increases to 10.ZPG
Vampiric BiteDhampirDhampirs can sink their teeth into a victim and cause 2d6 damage, gaining 1d6 HEALTH back in return. This requires an unarmed attack and the expenditure of a LUC dieDD
Spider-climbDhampirDhampirs can climb walls and ceilings with ease. They gain a CLIMB speed equal to their regular SPEED and do not need to make checks to climb.DD
Sunlight SensitivityDhampirDhampirs do not enjoy sunlight; they are not harmed by it like full vampires are, but they suffer -1d6 to INT (including perception) and INITIATIVE checks when in sunlightDD
Biological ImmunityDhampirDhampirs do not need to eat or sleep. They are also immune to poison. They do require blood - or at least raw meat - to remain comfortable, however.DD
TransformationWerewolfOnce per day the werewolf can spend a full minute to transform voluntarily into a wolf, gaining its statistics instead of their own. This can only happen at night.DD
Involuntary TransformationWerewolfOn a full moon, a werewolf transforms involuntarily into the form of a wolf, gaining its statistics instead of their own. At dawn, it changes back again to its human form. While transformed, it gains the Angry condition until it transforms back again.DD
DarksightWerewolfWerewolves can see in the dark as though it were daylight.DD
Silver VulnerabilityWerewolfWerewolves are vulnerable (2d6) to silver weapons.DD
CrafterUnwantedYou may not have had an apprenticeship, but the genetic Borian crafting ability is still there. You gain 6 ranks (3d6) in one [crafting] skill. You craft yourself one item with a value of up to 1,000cr, which you begin play with.BOR
GuncareGunsmithAny firrearm used by a Borian Gunsmith counts as one quality level higher than it actually is (to a maximum of Legendary). This does not stack with the Borian exploit Tinkerer.BOR
PumpedGunsmithOnce per round, when using a firearm, a Borian does +1d6 damage in the first range increment.BOR
ModiicationsGunsmithBorians pay only half cost for upgrades to firearms. However, a firearm upgraded in this manner can only be used by the Borian who upgraded it.BOR
Energy AdaptionGunsmithA Borian Gunsmith can spend five minutes with a weapon which does heat, cold, sonic, or electricity damage, and make it do one of the other damage types in that same list.BOR
AutofireGunsmithYou modify any firearm to have the auto trait. This takes you one hour. Only you can use that firearm.BOR
FusilierGunsmithYou build your own gun; randomly determine its nature using the tables on p. 258-259 of N.E.W. It automatically gains quality levels as you gain grades, as you tinker with it and perfect it. It’s your life’s work, and you seek nothing less than perfection. Every time you gain a new grade, roll 1d6. On a roll of 6, your gun increases by one quality level. This does not stack with the Borian exploit Tinkerer.BOR
It Ain't HeavyGunsmithYou can easily wield firearms of up to large-sized, and ignore the heavy trait.BOR
GadgetInventorOnce per day, when undertaking an extended skill task, you can spend a LUC die to pull out a gadget designed for just this task. The task takes only one check and duration increment. Your device is a one-use device.BOR
HelperInventorYou build a small helper droid. It can perform mundane tasks, understands your verbal commands, and can move autonomously. If your droid is destroyed (it has 10 HEALTH, DEFENSE 14), you can build a new one by spending 24 hours.BOR
Inventive GunneryInventorThe gun you created with the Fusilier exploit (see Borian Gunsmith; it must be an energy weapon) is powered by an unstable energy matrix. Your weapon can fire one of several blasts once per day (see Moons of Boria).BOR
Unique ArmorInventorYou create a unique set of armor. Randomly determine its nature using the tables on p. 260-261 of N.E.W. This armor automatically gains quality levels as you gain grades, as you tinker with it and perfect it. It’s your life’s work, and you seek nothing less than perfection. Every time you gain a new grade, roll 1d6. On a roll of 6, your armor increases by one quality level. This does not stack with the Borian exploit Tinkerer.BOR
Latest InventionInventorYou are constantly inventing things. At any given time you have on you one item from the General Gear table on p. 80 of N.E.W. You may switch this item for another at any time, but it takes an hour; doing so salvages parts from the the old item, destroying it. You must be able to carry the item, and its maximum value is 1,000cr times your REP score.BOR
MasterpieceInventorYou invent something important and famous, which is named after you. Describe your invention. You gain +2 REP (but will automatically be recognized for it by other Borians).BOR
Regulator GearRegulatorYou gain a suit of Regulator Armor (SOAK 12) and a stun baton.BOR
AdjudicationRegulatorYou have the legal power to adjudicate disputes while in your jurisdiction. Choose your jurisdiction, which should be one township on a moon of Boria. You gain +2 REP and local knowledge 6 (3d6).BOR
Pursuit Of The LawRegulatorHeavy armor does not reduce your SPEED.BOR
Restraining BoltRegulatorAt any given time you have one restraining bolt on your person. Once you have used it, you do not get another until the next day, and you only get one of these bonus restraining bolts at a time.BOR
Electric AttackRegulatorAny melee attack you make can be charged with electricity to do electricity damage as well as the weapon’s regular damage. The weapon has the stun trait when dealing electricity damage.BOR
Fast-healingChosen±Chosen heal faster than most people. You may roll an extra 2d6 when determining how much you naturally heal each day. NOW
Skill FocusChosen±You start play with two bonus skills of your choice at 3 ranks (2d6). NOW
DestinyChosen±Once, when you ordinarily die, you do not die. Instead, you remain at 0 Health until healed. When you have used your extra “life” you cannot use it again.NOW
MutationMutant±Mutants have one or more mutations. Select one major or two minor mutations from the mutations section later in this book. You have at least one cosmetic mutation that marks you as a mutant; decide what that is and add it to your character sheet.NOW
AlterationAugmented±Augmented begin play with two minor or one major cybernetic alteration. NOW
AdaptiveAugmented±When incorporating new cybernetic alterations, Augmented never need to make a check to see if the upgrade takes hold. Additionally, they can incorporate an unlimited number of alterations beyond the normal limit of their END attribute. NOW
InertAugmented±Augmented embrace technology over matters of spirit. They may never have a Chi score above zero. NOW
SlipperyAcrobat±It isn’t easy to hit you. You receive a +2 to Defense when you are aware of an incoming attack, and you reduce falling damage by 1d6.NOW
OrdinaryEveryman±Your very nondescript nature makes you easily able to blend in unnoticed, giving you a +1d6 bonus to attempts to bluff, disguise, or otherwise remain visible but unremarked upon.NOW
ProgrammingExperiment±You have been bred and engineered for a purpose. At the start of a fight your “programming” kicks in, granting you a +2d6 Initiative bonus.NOW
DreamerFarmhand±You may recharge your Luck attribute one extra time each day by spending five minutes daydreaming about farm life and wide-open spaces.NOW
What Would Luke Do?Geek±Once per day you can be inspired by a pop culture character: you may spend all of your LUC dice on a check without reducing your LUC pool. NOW
AthleteJock±Choose one: You can throw objects with a +50% to their range increment, or you gain a permanent +2 bonus to your Speed. NOW
TrainingMartial Artist±Your training proves that the old ways are often the best, for more reasons than one. You receive a +1 bonus to all three Defenses.NOW
TacticalNavy Brat±You gain 3 ranks (2d6) in the tactics skill. NOW
White-hatNerd±You are practiced at hacking and anti-hacking techniques. You can actively provide a computer system with a +4 Electronic Defense score and gain a +1d6 bonus to electronic attacks. NOW
ConfidantNovice±You can discern a lie through a mix of intuition and experience. You gain a +1d6 bonus to discern lies and deceptions. NOW
UrchinOrphan±You’re familiar with urban backgrounds and can blend in easily. After spending one hour in a new city, you learn the names of some local crime figures. NOW
Be PreparedScout/Eagle±Once per day you can produce a small object worth $10 or less from your pockets. NOW
PrivilegedScion±You gain two sets of superior quality clothing and start play with a bonus $1,000. NOW
Fell Off A TruckStreet Tough±You may acquire starting equipment at half cost. However, any items you acquire this way are actually stolen. NOW
EnduranceSurvivor±You've endured a lot, and you have the scars to prove it. You gain +2 natural SOAK. NOW
StargazerTraveler±Your extensive travels have heightened your sense of location. You can tell which country and city you are in if you can see the sky.NOW
Box-office Star Actor±You were in a blockbuster movie. You gain REP +2 and begin play with an extra $1,000. You also learned one new skill of your choice at 1 rank (1d6). Name your movie.B-movieNOW
Method ActorActor±You immerse yourself into your roles. Increase your acting skill to 6 ranks.NOW
Stage-frightActor±You learned to overcome your nerves on the stage. Once per day you may ignore a fear-based effect.NOW
CostumerActor±You are used to wearing costumes in your roles. Gain the disguise skill at 6 ranks.NOW
B-MovieActor±You were in a classic B-movie. You gain REP +1and begin play with an extra $500. You also learned one new skill of your choice at 1 rank (1d6). Name your movie.NOW
CatchphraseActor±You are associated with a catchphrase. Once per day you can use your catchphrase and gain +1d6 on any roll. Write down your catchphrase.NOW
Not Another Trap!Archeologist±You can spend a LUC die to automatically avoid a trap. NOW
Great DiscoveryArcheologist±You discovered something incredible— the Holy Grail, the Ark of the Covenant, or something equally impressive. You gain +2 REP. NOW
AntiqueArcheologist±You start play with an antique weapon, which is of exceptional quality. NOW
Direction SenseArcheologist±You always know where you are, and you never get lost. NOW
LinguistArcheologist±You can speak and understand any language, although it might sometimes take you a moment to figure it out. NOW
Killing BlowAssassin±Any attack you make during the ambush turn gains a +2d6 bonus to attack. NOW
AmbushAssassin±You gain +2d6 to rolls made to access the ambush turn. NOW
Weak PointAssassin±Once per enemy you may ignore any SOAK score he possesses by targeting a weak spot. NOW
SneakAssassin±If nobody is actively looking for you, you are able to move silently and unseen at half your normal speed. You are effectively invisible. However, if anybody is actually looking for you, they may make INT checks as normal to spot you. NOW
G-forcesAstronaut±You are trained to resist g-forces. You gain SOAK 5 to crushing damage. NOW
Space SicknessAstronaut±Nearly every astronaut gets sick. You learn to ignore it. You become immune to sickness conditions. NOW
SpacewalkerAstronaut±You gain a zero-g Speed equal to your regular speed. NOW
AthleticAthlete±Choose four [physical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. Runner. You gain a +1 Speed bonus. NOW
FitAthlete±You gain a +5 Health bonus. NOW
Signing BonusAthlete±You are signed to a team and gain a $1,000 signing bonus. NOW
BouncerBartender±You gain a +1d6 bonus to checks vs. an intoxicated creature. NOW
Fake IDBartender±Knowing how to spot a fake ID helps you spot the telltale signs of falsified documents of many kinds. You gain a +1d6 bonus to detect forgeries. NOW
GossipBartender±You can gather local gossip and information simply by spending an hour in a bar or other watering hole, effectively giving you the local knowledge skill wherever you go as long as you are able to refresh your knowledge at a local bar weekly.NOW
Basic TrainingBoot Camp±You gain a uniform which incorporates a kevlar vest. You also gain one rank in tactics, rifles, law, and survival. NOW
Officer TrainingBoot Camp±A second stint in the Academy prepares you for command. You automatically gain a military rank and the leadership skill at 1 rank if you do not already have it. You gain +2 REP. Make a Challenging [13] CHA check before advancing any attributes. If you succeed, you automatically gain a second military rank. Basic TrainingNOW
PreyBouncer±You know how to plant yourself in place and refuse to budge. You may spend a LUC die to negate any forced movement from a creature of your size or smaller. NOW
DataminingBouncer±You are adept at spotting concealed weapons, drugs, and other things. You automatically spot hidden items concealed about somebody's person. NOW
Age CheckBouncer±Not only can you discern somebody's age at a glance, you can see through disguises. NOW
Fake IDBouncer±Knowing how to spot a fake ID helps you spot the telltale signs of falsified documents of many kinds. You gain a +1d6 bonus to detect forgeries.NOW
PinBouncer±You know how to pin somebody in place. Make a melee attack against an adjacent target your size or smaller. On a success, the target is pinned in place unless they escape with a melee attack against you. You may move at half-speed, taking your pinned target with you. A pinned target may not make any attacks other than an attempt to escape. NOW
PreyBounty Hunter±You may choose a target species. You gain a +1d6 bonus to attempts to track targets of that species. NOW
DataminingBounty Hunter±You are able to locate a target's current location down to a specific city by accessing credit, criminal, customs, and other records if you have access to a computer link. NOW
One-twoBoxer±Once per turn, you may make a quick second boxing attack for free. This second attack may not have any exploits attached to it. NOW
HaymakerBoxer±With a wild swing, you pool all your attack potential into one mighty blow. The attack costs two actions, suffers a –2d6 penalty to hit, but deals double damage. If you miss, however, you put yourself at a disadvantage, allowing your opponent an immediate free attack at you. NOW
Beat The CountBoxer±Once per day, when reduced to 0 health, you may spend two actions to recover 2d6 health and stand up. NOW
Rope-a-dopeBoxer±You allow your enemy to attack you, fooling him into believing he is winning. You allow the enemy’s next two melee attacks to strike home, choosing to receive the damage; after the second attack, you respond with a melee counterattack which does bonus damage equal to the damage he dealt you. NOW
K.O.Boxer±A mighty blow fells your opponent, knocking him to the ground and inflicting the Downed condition until he shakes that condition off. NOW
Bare KnucklesBoxer±Not every fight is in a well-lit ring with ropes, medical staff, or even gloves—and you know that better than anyone. People have been tangling with you in back alleys, bars, and maybe even prison yards, fist for fist, for years. Your boxing damage increases by 1d6 when not using gloves. NOW
BatteredBoxer±Cauliflower ears and broken nose you may have, but you can take a hit without flinching. You gain SOAK 5 (blunt).NOW
CatburglarBurglar±An expert at climbing, you do not take any die penalties in combat while climbing.HaymakerNOW
Climber Burglar± Your climbing speed becomes equal to your regular SPEED.CatburglarNOW
Grand HeistBurglar± You achieve a great robbery that will be remembered for years to come. Gain a bonus 3d6 x 100cr. You may repeat this exploit, gaining 3d6x100cr each time.NOW
LocksmithBurglar± You gain a exceptional quality lockpicking kit. You gain a +1d6 bonus to attempts to pick locks, combinations, guess passwords, or access security panels.NOW
Sixth SenseBurglar± You have a sixth sense when it comes to traps, and gain a +2d6 bonus to spot them and a +1d6 bonus to avoid or disarm them.NOW
Cooking KnivesChef±You are an expert at cutting flesh with a blade. When using a knife, you do +1d6 damage. NOW
Poison ResistanceChef±You often have to taste your food, and you have developed SOAK 5 vs. poisons. NOW
PoisonerChef±You know how to make a poison. It takes you five minutes, and lasts for one hour before becoming ineffective. Your poison does poison damage equal to a roll of your LOG dice pool when ingested. NOW
Kitchen ManagementChef±Running a kitchen is a grueling job. You know how to get the most out of your underlings, even if you have to shout profanities at them. Once per day, you may spend two actions to give all allies within 30' one immediate free action. NOW
A Good MealChef±Once per day you can spend an hour preparing a good meal for a number of people equal to your LOG score. The meal restores 1d6 Health to all who eat it, or it removes the Fatigued condition.NOW
BachelorCollege±After a four-year course, you gained a Bachelor's degree or equivalent at university. Improve your skill ranks in your chosen subject to 3. Your research skills are developed. If you have access to a library or data network, you gain a +1d6 bonus to attempts to learn information about a subject. Make a Challenging [13] LOG check before advancing any attributes. If you succeed, you pass this degree with honors and gain 1 bonus REP attribute point.NOW
DoctorateCollege± After further studies, you gained a Doctorate at university. You may now call yourself a Doctor. But not THE Doctor. Gaining a doctorate requires not just an expert knowledge of a subject, but also rigorous skills of analysis and evaluation and critical achievement. Improve your skill ranks in your chosen subject to 6. Make a Demanding [21] LOG check before advancing any attributes. If you succeed, you pass this degree with honors and have also made a minor breakthrough in your chosen subject, and are known amongst peers for it, gaining you a bonus 2 points to your REP attribute. Choose the nature of your breakthrough.MastersNOW
Masters College± You remain in college and gain a Masters degree in your subject. You gain 1 bonus skill rank in your chosen subject. Make a Difficult [16] LOG check before advancing any attributes. If you succeed, you pass this degree with honors and gain 1 bonus REP attribute point.BachelorNOW
BeguilingCon Artist± You are able to temporarily beguile and captivate a target with your words as a CHA vs. MENTAL DEFENSE check. A successful check charms the target until they shake off the condition. The target must be able to understand you and have a LOGIC attribute of at least 2.NOW
GrifterCon Artist± In a bar or other crowded social situation, you can automatically make credits equal to a CHA check x 10 in the space of an hour using only the gift of the gab. You can only do this once per day. This exploit cannot be used during downtime.NOW
ImpersonateCon Artist± You are easily able to impersonate any job role which you have had opportunity to observe within the past day, even briefly. You gain a +1d6 bonus if you have been able to observe and mimic an example.NOW
Quick ChangeCon Artist± You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you've successfully used before.NOW
BuilderCraftsman± Assuming raw materials are available, you can make an item of equipment in one day by rolling a LOG check vs. the item's value.NOW
FixerCraftsman± You gain a +1d6 bonus to any attempt to repair something.NOW
HandymanCraftsman± Choose four [crafting] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.NOW
ToolkitCraftsman± You gain a set of high quality tools.NOW
TradesmanCraftsman± You can make 3d6 x 10 Cr per week by plying your trade. This exploit cannot be used during downtime.NOW
DevotionCultist±You are utterly devoted to your cause. Your single- mindedness grants you +4 Mental Defense. NOW
OccultistCultist±You have knowledge of the paranormal; things that were not meant to be known. You gain 6 ranks (3d6) in the occult skill. Once per day you may spend 5 minutes to cast an augury which gives you the answer to a yes-or-no question. NOW
Sacrificial DaggerCultist±You start play with a high-quality dagger that has either the Serrated Blade or the Sharpened customization. NOW
Poison ResistanceCultist±Part of your cult’s observances involve drinking poison. You gain SOAK 5 (poison). NOW
FanaticCultist±You may be slightly unhinged; you are completely immune to the Afraid condition.NOW
Dark KnightDark Crusader±You operate best at night, knowing how to use the shadows to your advantage. Once per day, during the hours of darkness, you gain a +1d6 bonus to all dice pools for one minute. NOW
Fearful LegendDark Crusader±Criminals fear you, and rightly so. You may make a REP vs. Mental Defense attack against a target wihtin 30' to inflict the Afraid condition on a target until they shake it off. NOW
VanishDark Crusader±You are renowned for your ability to simply disappear; some even believe it to be supernatural. Once per day, during the hours of darkness, you may effectively turn invisible until you attack. NOW
Utility BeltDark Crusader±You gain one gadget of your choice. NOW
CostumeDark Crusader±You gain a costume which acts as armor with SOAK 8. This special costume does not require armor training to use effectively even when it is of high quality or better, and can be upgraded one stage by taking this exploit again, become high quality, exceptional, and so on. You may repeat this exploit up to five times, upgrading your costume each time. NOW
CluesDetective±If there are any clues to find at a crime scene, you automatically find them within 5 minutes.NOW
Criminal RecordDetective±You can freely access police databanks and automatically discover any information held on file about a suspect.NOW
Plate NumberDetective±You can request a registration plate number lookup, and automatically determine the registered owner and address of a vehicle.NOW
Diplomatic ImmunityDiplomat±You gain diplomatic immunity to very low-level and petty crimes on any country which contains an embassy for your country.NOW
Diplomatic PouchDiplomat±You have a diplomatic pouch in which any small sized item can be carried through customs without inspection.NOW
DiplomaticDiplomat± Choose four [social] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.NOW
EmbassyDiplomat± You have access to your home country's ambassadorial embassy and residences in any country (if there are any), which can provide food, shelter, basic equipment, and medical care.NOW
Like a FishDiver±You gain a Swim speed equal to your regular Speed.NOW
Hold BreathDiver±You can hold your breath for a number of minutes equal to your END dice pool.NOW
Murky DepthsDiver±You can see well underwater and in other dark environments, gaining darksight to a distance of 5' per point of INT.NOW
High DiverDiver±You never take damage when falling into water from any height.NOW
UnseenDrifter±You know how to blend in so that nobody pays any attention to you. You gain a +1d6 bonus when attempting to do so.NOW
LuckyDrifter±Your wandering lifestyle has taught you that luck is about the wherewithal to recognize opportunity. You gain an extra LUC die.NOW
GetawayDiver±If a vehicle is within one move increment of you, you can get in, start the engine, and drive away at the vehicle’s Speed all with just two actions (one turn). NOW
RacerDiver±You can push a vehicle to extreme speeds, increasing its Speed by 2. NOW
Evasive DrivingDiver±When you are driving a vehicle, it gains +4 Defense. NOW
Shoot ’N’ DriveDiver±While driving, you may take a free sidearm shot once per round.NOW
Engine-masterEngineer± You can increase your vehicle's speed by 2 for a number of hours equal to your LOG check, after which the engine cannot be used for 24 hours. This does not stack with other engineers' use of this exploit, should others be present.Engine-tunerNOW
Engine-tunerEngineer± A vehicle in which you have an hour's access increases its maximum speed by 1. This does not stack with other engineers' use of this exploit, should others be present.NOW
ExplosivesEngineer± You can create explosives from common items and surroundings. The explosive takes 30 minutes to make, and causes 3d6 heat damage to all within 5'. The explosive can be stored, but only for up to two hours.NOW
Jury-rigEngineer± You can temporarily repair and jury-rig a broken item of size Medium or smaller by spending five minutes with it. The item will operate for a number of minutes equal to your LOG check. If you spend one hour with it, it will operate for a number of hours equal to your LOG check. If you spend a day with it, it will operate for a number of days equal to your LOG check.NOW
SaboteurEngineer± You are able to disable any mechanical or electronic device to which you have access. This exploit does not open a locked door (disabling the lock just means it remains stuck in whatever configuration it is currently in). This takes you five minutes.NOW
Technical Knowledge BaseEngineer± Choose four [technical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.NOW
UpgradeEngineer± You can modify a piece of electronic equipment of size Small or smaller to upgrade it permanently to a high quality item. This process takes one hour, but the item can only be used by you due to unfamiliar and jury-rigged controls, and renders it monetarily worthless.NOW
Home CookingExplosives Expert±You can make an explosive out of regular household items (a minimum of 4 components) with a minute of work. This explosive deals 2d6 heat damage to all within 5'. The explosives can be stored, but only up to four hours. NOW
Booby TrappingExplosives Expert±Using a home-cooked device (made as above), a grenade, or similar explosive, you can rig a door, trunk, or object to explode when opened or at a specific time. This takes 2 actions and is obvious. By spending 5 minutes you can hide it; anyone activating it gets an opposed check (their INT vs. your AGI) to notice the trap before it is set off. NOW
Boom-boomExplosives Expert±Explosive devices, such as grenades, do +1d6 damage when you use them. NOW
Shaped ChargeExplosives Expert±You know exactly how to target explosives. You may direct any area of effect attack with a radius so that it explodes in a cone in a single direction. The cone size is equal to the diameter (not radius) of the original explosion, so a 5' radius explosion can be directed into a 10' cone. NOW
Disarm BombExplosives Expert±If you have a minute to spare, you can disarm any explosive device. If it is timed, it dramatically happens at the last second. NOW
Duck and CoverExplosives Expert±You know how to avoid damage from explosives and similar effects. You take half damage from area of effect attacks. NOW
Don’t Step ThereExplosives Expert±You always notice explosive devices and traps within 10' of you, even if an attribute check would normally be required.NOW
Fire ResistantFirefighter±You’ve been through many fires, and have developed a resistance to it. You gain natural SOAK 5 (heat). NOW
Ladder ClimberFirefighter±You spend a lot of time climbing ladders, broken stairs, even drainpipes and walls. You gain a CLIMB speed equal to your regular Speed. NOW
Fireman’s LiftFirefighter±When carrying another person, you are not encumbered or slowed in any way. NOW
Door BreakerFirefighter±Your dice pool explodes when you are breaking down a door. NOW
Hold BreathFirefighter±Like a swimmer, you have learned to hold your breath; in your case it’s so that you do not inhale noxious fumes or smoke. You can hold your breath for one minute per point of INT. NOW
ExtinguishFirefighter±You can extinguish flames in an adjacent square by spending one action. NOW
Drop and RollFirefighter±You can completely remove the Fire status track from yourself or an adjacent creature by spending two actions.NOW
Good GameGambler±Once per day, when you are in a situation where you can gamble for cash, roll 1d6 and multiply by $100. You win that much money. NOW
Lucky StreakGambler±You may replenish your Luck attribute an extra time each day. NOW
CheatGambler±You know a couple of tricks. In a game of chance, you may reroll any 1s in your dice pool.NOW
IntimidatingGangster±Intimidation is your way of life, especially in the criminal underworld. When attempting to intimidate a criminal, you gain a +1d6 bonus.NOW
Protection RacketGangster±A protection racket is a lucrative and steady stream of income. Within your REP sphere you have a route. You gain your REP × $100 each week. This exploit cannot be used during downtime.NOW
Ambush ExpertGuerilla Fighter±During an ambush turn you can take a second action.NOW
Blend InGuerilla Fighter±If you are a wanted fugitive or actively being pursued by someone, you can disappear into a crowd twice per day. NOW
Hit-and-RunGuerilla Fighter±You can move from out of line of sight, into firing position, make an attack action, and then back to out of line of sight twice per day. NOW
Always ReadyGuerilla Fighter±Sleep in armor with no penalty. Anyone sneaking up on you while you sleep must make a Difficult [16] AGI check to do so. NOW
SabotageGuerilla Fighter±You can prepare booby-traps using home-made devices as an explosives expert. There is no duration for how long one of your home-cooked devices remains potent, and it may be rigged to go off at any time. NOW
Hacking RigHacker±You gain a high quality laptop or portably computer designed for hacking on the move. NOW
Red LightsHacker±You can use your hacking rig to change traffic lights to any configuration you wish. Hacking RigNOW
Bank JobHacker±A virtual bank job gains you $1,000 and +1 REP. NOW
City HallHacker±You can hack into security agencies, including the police and intelligence agencies, to gain information about any individual whose name you know, assuming those agencies have that information. This takes you one hour. NOW
Security OverrideHacker±You can remotely unlock an electronic lock for up to one minute. NOW
CCTVHacker±You are able to access the CCTV cameras of a given location. This gives you poor quality video, and no audio.NOW
Lay Down FireHeavy Gunner±You can spray an area 15' × 15' (3 squares by 3 squares), doing 1d6 damage to every target within that area when using a heavy weapon designated auto. NOW
This Ain’t HeavyHeavy Gunner±Choose one heavy weapon; when you carry one of these weapons, it does not count against your carrying capacity. NOW
Long RangeHeavy Gunner±Increase the range of heavy weapons you wield by 10'. NOW
Heavy SpecialtyHeavy Gunner±You deal +1d6 damage with the weapon you chose when you took the This Ain’t Heavy exploit. You can repair it if broken (it takes 1 minute), and draw it as a free action. This Ain’t HeavyNOW
Quick-HideInfiltrator±You can disappear while in plain sight. You can make a stealth check even while under observation to move your speed and become effectively invisible for a round. You may then make regular stealth checks as normal, but cannot repeat this feat against the same observer.NOW
Jack of All TradesLaborer±You gain three skills from your skill choices list above at rank 3 (2d6). This does not increase a skill above 3 ranks. NOW
Danger PayLaborer±Some work is dangerous. Perhaps you worked high on a skyscraper or cleaned toxic waste. You gain $1,000 bonus money and +1 REP. NOW
UnionLaborer±You were a member of a union. Your pay is higher (gain +2 REP) and you gain 1 rank (1d6) in law and bureaucracy.NOW
Worker’s ClothesLaborer±Over the years you have patched together a “uniform” of sorts which protects you from the sorts of hazards you typically encounter in your vocation: hard hat, goggles, high-durability clothing, gloves, sturdy boots, and so on. This constitutes light armor with a SOAK of 5, but is a custom piecemeal outfit which can only be worn by you. The uniform also includes an engineer’s toolkit, hearing protection, and a respirator, and it protects you from non-extreme environmental effects.NOW
Get Out of Jail FreeLawyer±When arrested for a minor offense, you are able to use legal techniques and your connections to keep yourself out of jail. NOW
Court RecordsLawyer±You have access to court records; you can look up the criminal record of any named individual given an hour’s notice and a computer connection (or physical access to a courthouse, a police station, or some other place where such records are kept). NOW
OratorLawyer±You can be very persuasive, and you know how to bend a jury or other group of people to your point of view. You can influence up to 12 people within 30' with a 15-minute speech. Make a CHA mental attack and apply it to each target within the area; if the attack is successful, the group becomes NOW
CharmedLawyer±Ambulance Chaser. You spent time making money the only way you could: settling personal injury cases for a quick buck. You start play with a bonus $1,000. NOW
CrusaderLawyer±A principled public defender or prosecutor, you’re in it because of your ideals. You’ll make the world a better place using the power of law. You gain the following skills at 1 rank (1d6): intimidation, bureaucracy, conviction. This does not increase a skill beyond one rank.NOW
Medical Knowledge BaseMedic±Choose four [medical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. NOW
Consultant Medic±Your expertise is sought by other doctors. Your REP increases by 2 and you start play with a bonus $1,000. DoctorateNOW
Bedside MannerMedic±You gain a medical kit. Your long-term care is of such quality that your patient gains an additional 1d6 Health per day. You may only have one patient under your long-term care at a time. NOW
Ward Management Medic±You are an expert at running and managing a ward or sickbay. The number of patients you can have under long-term care is increased to the value of your LOG attribute. Bedside MannerNOW
DiagnosisMedic±You gain +1d6 bonus to identify or treat diseases. Make a Difficult [16] LOG check before advancing any attributes. If you succeed, you discovered a new disease or illness which is named after you; you also gain 1 bonus REP attribute point. NOW
PsychologistMedic±An expert in matters of the mind, you gain +2 Mental Defense. Once per day you can remove a mental condition (Angry, Afraid, etc.) from yourself or an ally as a free action. NOW
Healing HandsMedic±Using basic medical equipment, you can heal 1d6 points of Health to an adjacent creature as a single action. Any given creature can only benefit from your healing in this way once per day. NOW
Exceptional Healing Hands Medic±Your Healing Hands ability restores 2d6 points of Health. Healing HandsNOW
Resuscitation Medic±You can revive a seemingly dead creature with a LOG check. The creature must have “died” within the last five minutes, and the difficulty value of the check is 20 + the damage of the attack that killed it. The creature wakes up with 1 Health.Exceptional Healing HandsNOW
Underground SenseMiner±When underground you can always determine direction and depth, and you can determine a route to the surface. NOW
DarksightMiner±You have spent so much time below ground that you’ve developed darksight to a distance of 30'. NOW
Mining HazardsMiner±You gain a +2d6 bonus to spot underground hazards and traps. NOW
Toxic GasesMiner±The underground is full of toxic fumes, and you’ve become used to them. You gain a poison SOAK of 5. NOW
Identify SubstanceMiner±You can identify by sight any mineralor metal-based substance automatically.NOW
PoisonNinja±With one minute of preparation, you can craft poison and apply it to one weapon; for one minute, that weapon deals +1d6 poison damage; you must deal enough damage to bypass a target’s SOAK to deal this poison damage. NOW
Fast ClimbNinja±You gain a Climb speed equal to your regular Speed. NOW
Gas Poison Ninja±By spending an action, you can deliver your poison as a dust or small burst of gas that ignores the target’s SOAK. You can throw this with a range increment of 2.PoisonNOW
Weapon MasteryNinja±You can draw and sheathe a sword, staff, club, spear, naginata, kusarigama, or shuriken as a free action. Choose one of these weapons; you receive a +1d6 to damage with this weapons. NOW
Death StrikeNinja±Once per day you may strike a creature that is not aware of your presence or does not realize you are an enemy with surprising, lethal force. Make an attack roll using your Chi attribute; if you hit, you deal double damage. NOW
Shadow WarriorNinja±You may move at full Speed while hidden if you succeed in your AGI (stealth) check. NOW
Triple-ThreatPerformer±You gain the skills singing, dancing, and acting at 1 rank (1d6). This does not increase the rank of an existing skill. You gain +1 REP. NOW
GigsPerformer±You can make money by playing at bars and doing local performances. You can make an amount equal to a CHA check × $10 per day by doing this. This exploit cannot be used during downtime. Gain +2 REP. NOW
CaptivatingPerformer±You have the ability to captivate people with your musical ability. While using your musical instrument or voice, all those who can hear you become Charmed until you stop. This requires a CHA vs. Mental Defense check and a full two actions each turn to maintain. NOW
LullabyPerformer±Your music can make people drowsy. While using your musical instrument or voice, all those who can hear you gain the Sleeping condition until you stop. This requires a CHA vs. Mental Defense check and a full two actions each turn. NOW
FearfulPerformer±You can use voice or music to instill fear in those who hear it. While using your musical instrument or voice, all those who can hear you become Afraid until you stop. This requires a CHA vs. Mental Defense check and a full two actions each turn.NOW
Push the LimitsPilot±You can exceed an aircraft’s normal maximum Speed by 2. NOW
Evasive FlyingPilot±An aircraft which you pilot gains a Defense bonus equal to your AGI attribute dice pool. NOW
Cruise ControlPilot±You are able to easily navigate without an attribute check. NOW
Evasive Maneuver Pilot±As an action, you may designate one incoming missile per round and gain an additional +5 Defense against it. Evasive FlyingNOW
Stay on Target Pilot±While in the rear arc of a target ship, you negate any bonus it gets from Evasive Flying.Evasive FlyingNOW
Trouble SensePolice Officer±You are easily able to spot trouble before it happens. You gain a +1d6 bonus to Initiative checks. NOW
Out of PlacePolice Officer±You know the signs of suspicious behavior. You gain a +1d6 bonus to checks made to spot unusual or criminal activity. NOW
FreezePolice Officer±You can compel a target to “freeze!” with a CHA vs. Mental Defense check. If successful, the target stops in his tracks and is Dazed until he shakes that condition off. The target must be able to understand you and have an INT attribute of 3 or more. You can only do this to a given target once. NOW
BackupPolice Officer±In an allied urban environment, you can call for backup once per day in the form of 1d6 police officers; they arrive within 5 minutes and follow your orders. NOW
Anti-SurveillancePolice Officer±You are so familiar with surveillance devices, blind spots, and avoidance techniques that, by moving half your speed, you can render yourself invisible to electronic monitoring equipment.NOW
CorruptionPolitician±Not all politicians are corrupt, but you succumbed to temptation. You start play with $2,000 bonus money, but your next career must be the Prisoner career. You may not return to the Politician career after taking this exploit. You may only take this exploit during character creation, and only if this is not your last career. NOW
IdealistPolitician±You have a platform of ideology, and this gives you great mental strength. You gain +2 Mental Defense. Decide what your ideological platform is. NOW
Local ElectionsPolitician±You won a local election and started representing your community. You gain +1 REP. You can make a REP mental attack against a target within 30' to inflict the Charmed condition. NOW
Regional Elections Politician±You won a regional election and represented the greater community. You gain +2 REP. Your REP attack to influence people can now affect a number of people equal to your CHA score. Local ElectionsNOW
Public SpeakerPolitician±You are able to sway and influence crowds. You can spend 5 minutes talking to a crowd and make a REP check equal to 1% the size of the crowd (so for a crowd of 2,000 you must beat 20 in your check). If successful, you influence the crowd in some manner, inflicting either the Charmed or Angry condition.NOW
ConfessionalPriest±Your insights into the morality of living things enables you to draw confessions from others. Given an hour of conversation, you gain a +2d6 bonus to checks designed to gain information from another creature. NOW
Unshakeable FaithPriest±Your faith lends you peace of mind and an inner tranquillity which is hard to penetrate. You gain +5 to your Mental Defense. NOW
RespectPriest±Your position in the clergy grants you a certain reverence from others. Sentient opponents take a –1d6 penalty to attack you on their first attack as long as you have not attacked them first.NOW
Prison ToughPrisoner±You are mentally and physically toughened. Each time you go to prison you gain a permanent +1 bonus to your Defense and Mental Defense. NOW
ShivPrisoner±You are easily able to improvise weapons using your surroundings—glasses, rocks, and so on. You always count as carrying a knife or club and can use the brawling skill with knives and clubs. Additionally, you know how to twist a knife, and always inflict the Bleeding condition when you strike in melee with a knife.NOW
SnoopPrivate Eye±You’ve got a good sense of when something just isn’t quite right; once per day when you roll a check to determine if someone is lying to you, reroll all results of 1 and 2. NOW
My Buddy on the ForcePrivate Eye±You have a contact in the police force who can quietly conduct a routine check (background, vehicle registration, etc.) for you once per day. NOW
Great DetectivePrivate Eye±You are used as an informal consultant by authorities who recognize your expertise. You are permitted access to crime scenes and evidence, and are often called upon by the authorities to lend your opinion and share your deductions. NOW
Hard-BoiledPrivate Eye±Cynical and rumpled, you gain a +4 bonus to Mental Defense.NOW
Discern LieReporter±You always know when somebody is lying to you. NOW
Ask the Right QuestionsReporter±You may spend a LUC die to ask an NPC a yes/no question. The GM will answer truthfully as the NPC gives away the answer either verbally or in some more subtle way. NOW
Research SkillsReporter±You gain 3 ranks in computers, journalism, and one skill from a choice of law, politics, or economics. NOW
Big ScoopReporter±You uncovered a big secret, and revealed it in the news. Decide what this scoop was. You gain +2 REP. Roll 1d6; on a 6 you won a Pulitzer Prize for it. You may take this exploit multiple times.NOW
Inside SourceReporter±You have a contact in or connected to the police force, the mayor’s office, the governor’s mansion, an exclusive club, or a similar place where movers and shakers circulate. You can call on this contact for inside information or a juicy lead once per month. You may take this exploit multiple times, gaining a new contact each time. NOW
Tabloid HackReporter±You worked as the lowest of the low, a tabloid journalist interested only in shocking your readers. Sadly, it’s a profitable job, and you start play with $1,000 extra money. However, if you take this exploit, you lose any contacts you had from the Inside Source exploit, and may not take that exploit in future, as your credibility is forever tarnished.NOW
Any PortSailor±You may take this exploit multiple times. Each time you take it, you may designate an additional port town. At that location, you will have one contact upon whom you can (generally) rely, and one bar at which you can drink for free. NOW
GrogSailor±While you may well enjoy a drink, you never suffer any penalties from intoxication via alcohol. NOW
Hold BreathSailor±You gain two additional countdown dice when holding your breath. SwimmerNOW
LookoutSailor±Lookout duty is a mandatory part of a sailor’s life. You gain +1d6 to perception checks.NOW
Sea LegsSailor±You adapt to the motion of a ship; this makes you very hard to knock down. When you are knocked prone, you may spend one LUC die to remain standing. NOW
SeasickSailor±You are immune to the Sick condition. NOW
Sea WeatherSailor±You are able to ignore the effects of rain, wind, mist, and fog. NOW
SwimmerSailor±You gain a Swim speed equal to your regular Speed.NOW
Scientific Knowledge BaseScientist±Choose four [scientific] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. NOW
Analytical EyeScientist±You are able to identify the resistances, immunities, and vulnerabilities of any creature you can see with a Difficult [16] LOG check. This requires two full actions of observation. NOW
ImproviserScientist±In the field, you need to improvise. Using your scientific know-how, you can create a crude object or device from your surroundings. This requires a LOG check, with a difficulty value equal to the purchase value of the object, and takes 30 minutes. NOW
Experimental DeviceScientist±You may produce an experimental device once per day which allows you to use your LOG attribute in place of any other attribute for one attribute check. The device breaks permanently after you use it.NOW
AmbusherScout±You gain a +1d6 bonus to access the ambush turn. NOW
HustleScout±Your Speed increases by 2. Hostile Terrain. You do not suffer penalties for moving across difficult terrain. NOW
SwimmerScout±You gain a Swim speed equal to your regular Speed. NOW
ClimberScout±You gain a Climb speed equal to your regular Speed. NOW
InspiringSensei±You inspire respect in your students. Those within 30' of you can claim a +1d6 bonus to any attribute roll once per day. NOW
TeacherSensei±You are able to “lend” somebody one rank in a skill for up to one day. Only one person at a time can benefit from this ability. NOW
Protégé Sensei±You gain a protégé. This is a martial artist who has half your grade. The protégé accompanies you and assists you. If your protégé dies, you must take this exploit again in order to replace him or her. You may only have one protégé at a time. Inspiring, TeacherNOW
Heirloom WeaponSensei±You gain one high quality Eastern weapon. NOW
First AidSensei±Used to injuries in the dojo, you are able to heal an adjacent ally 1d6 Health by using one action. Any given creature can only benefit from this ability once per day.NOW
SmuggleSmuggler±You know how to hide objects, either about your person or in a location. You gain a +2d6 bonus to attempts to hide items. NOW
HagglerSmuggler±You’re a born haggler, and can reduce the cost of any purchase by 3d6%. This does not stack with any other exploits which reduce purchase costs. NOW
FenceSmuggler±In an urban environment, you can sell goods for 75% of normal cost rather than 50%.NOW
Seat of Your PantsSmuggler±Smugglers rely a lot on old-fashioned luck and bravado. They can recharge their Luck pool an extra time per day.NOW
Vantage PointSniper±You gain an additional 1d6 to attack with a ranged weapon if you are at least 30' higher than your target. This stacks with the bonus for high ground. NOW
Steady EyeSniper±All weapon range increments increase by 50%. NOW
Good PositionSniper±You cannot be pinned down or suffer the effects of a crossfire in combat.NOW
High ClassSocialite±You are in your element when in high-class social gatherings. In such environments, you gain a +1d6 bonus to all attribute checks. Unfortunately, you are less comfortable—or welcome—in lower-class environments, and suffer a –1d6 penalty to all social interactions in such situations.NOW
Battle ScarsSoldier±You’ve received so many battle scars that you sometimes don’t even notice minor injuries. You gain a natural SOAK bonus of 2.NOW
Quick NapsSoldier±You’ve learned to manage with little sleep. As long as you get 4 hours, you count as fully rested. NOW
Get on With ItSoldier±Your unit doesn’t have much patience for whining about bumps, bruises, or scrapes. Once per day you can pause for two actions and recover 2d6 Health. NOW
Shake It OffSoldier±Once per day you may automatically shake off a condition as a free action. NOW
Platoon LeaderSoldier±You grant your entire party a +1d6 Initiative bonus as long as they are within 30' of you.NOW
False IdentitySpy±You are able to create a false identity, complete with background records, in one day. This identity is good enough that people can look you up on various databases, and the details will match. NOW
Golden GunSpy±You gain a high-quality pistol of your choice. This pistol already has the extra damage upgrade (+1d6 damage). It is not actually golden. NOW
Off the GridSpy±You know how to disappear without trace, dropping off the grid completely. No checks or abilities that can discern your location will find you unless you want them to. NOW
Safe House Spy±You can use a safe house in any sizable town or city to grant your Off the Grid ability to your entire party. Off the GridNOW
MonologueSpy±Once per day you can make a CHA vs. Mental Defense attack against an enemy. If successful, your target explains their plan with a short monologue.NOW
Miraculous EscapeSpy±Once per day you may automatically succeed in one attempt to escape handcuffs or other restraints. NOW
“Q” BranchSpy±You start play with one gadget of your choice from Action Equipment.NOW
The FilthStreet Thug±You have developed an uncanny ability to detect cops. When attempting to sniff out a police officer or similar authority figure, you gain a +1d6 bonus. NOW
Street ToughStreet Thug±Life on the streets is tough. You gain a natural +2 SOAK.NOW
WalkerStudent±Before you learned to drive you had to walk everywhere. You gain Speed +1. NOW
MentorStudent±One of your teachers is a mentor to you. Choose one skill. Your mentor has 10 ranks (4d6) in that skill and can use it to assist you. Describe your mentor and specify how you get in contact. NOW
Wrong CrowdStudent±You got in with the wrong crowd. You gain 1 rank (1d6) in carousing, intimidation, and thievery. This does not increase a skill beyond 1 rank. NOW
Chess ClubStudent±You joined the Chess Club, or a similar club arranged around a purely intellectual pursuit, like debate or mathematics. Gain LOG +1, and 3 ranks (2d6) in chess (or a similar subject). NOW
WheelsStudent±You acquired a car at an early age. It’s not a great car, but it’s a car. Gain a car with a value of up to $1,000.NOW
Broken Every BoneStuntman±You’ve broken what seems like most every bone in your body at one time or another. You gain natural SOAK 5. NOW
Fast-HealerStuntman±You need to show up on set every day if you want to make it in the stuntman business. When you roll for natural healing each day, add an extra 2d6. NOW
Patched UpStuntman±Once per day you can patch yourself up, recovering 2d6 Health. This takes two actions. NOW
ResilientStuntman±You have an extra 2d6 Health. NOW
Jumping Off BuildingsStuntman±You take half normal falling damage. NOW
Grit Your TeethStuntman±You are immune to the Pained condition. It’s not that you don’t feel pain, it’s that you’re used to it.NOW
Spot PoisonSurvivalist±A survivalist needs to know what to eat and what not to. By sniffing and taking very tiny tastes, you are able to detect the presence of poison. NOW
Poison ResistanceSurvivalist±You gain SOAK (5) to poison. If you take this exploit a second time it increases to SOAK (10). A third time, you become immune to poisons. NOW
Animal KnowledgeSurvivalist±You know a lot about animals. You automatically know the vulnerabilities and abilities of any creature of the beast creature type. NOW
Move Without TraceSurvivalist±You know how not to leave tracks. You gain +1d6 to checks related to avoiding or evading trackers and to avoiding detection by non-visual senses such as scent. NOW
Improvised WeaponSurvivalist±You can craft a spear, knife, or bow from your natural surroundings. This takes you five minutes, and the item does not count as an improvised weapon when you use it.NOW
AdviceTeacher±You may freely donate your LUC dice to anybody within 30'. The dice must be used immediately. NOW
Role ModelTeacher±Allies within 30' of you gain +2 Mental Defense. NOW
TextbookTeacher±Choose any non-physical skill (one you don't use STR, AGI, or END with): you are carrying a textbook about that subject on your person. While you have that textbook, you also have that skill at the same number of ranks as your LUC score. You may change your textbook (and switch to a different non-physical skill) by visiting a library, bookstore, or other source of books. NOW
ProfessorTeacher±You became a professor. You gain +1 REP and you have published a textbook. Name your textbook. When dealing with people in your field of study, your REP dice explode.NOW
Sale of the CenturyTrader±You worked hard on a great deal, and it netted you $1,000. You may repeat this exploit, gaining $1,000 each time. NOW
Trade RoutesTrader±You know the best, most profitable trade routes. Your fuel costs are reduced by 20%. NOW
HagglerTrader±You know how to get a good deal. You reduce the cost of any purchase by 2d6%.NOW
Inside ContactsVigilante±You know people—you have a reliable ear in the underworld, a police detective neighbor who talks too much, a wiretap on the commissioner’s phone, or some such. You can spend 4 hours to make a Challenging [13] INT check to learn valuable information about a target. For every stage you exceed the minimum check, you learn one more piece of information; for example, an INT check result of 16 would tell you two pieces of information, an INT check result of 21 would tell you three pieces of information, and so on.NOW
My CityVigilante±Choose a city or other area. In that area, you receive +1d6 on checks made to hide or move quietly. NOW
Iconic VehicleVigilante±If you possess a vehicle, it gains two enhancements. If you don’t yet have one, you receive a vehicle with one enhancement. NOW
Signature WeaponVigilante±You gain a high-quality melee weapon of your choice. You do +1d6 damage when using this weapon.NOW
Defensive StanceWarrior-monk±You gain +2 to your Melee Defense as long as you are unarmed and not wielding a shield or wearing armor. This does not stack with Drunken Fist. NOW
Drunken FistWarrior-monk±When intoxicated through alcohol, you gain +2 to both your Melee and Ranged Defense. This does not stack with Defensive Stance. NOW
Elemental Fist Warrior-monk±Your fist glows with elemental energy. The damage type becomes heat, and does an additional +1d6 damage. Iron Fist, Chi 2+NOW
Iron FistWarrior-monk±Your unarmed damage increases by 1d6. This does not stack with other exploits or equipment which increase unarmed damage, except for Elemental Fist. NOW
Iron SkinWarrior-monk±Your training grants you +2 natural SOAK. NOW
Martial LeapWarrior-monk±Increase both your vertical and horizontal Jump distances by 5'. NOW
Martial Technique BaseWarrior-monk±You gain two of the following universal exploits: Trip, Throw, Sidestep, Flying Kick. You may take this exploit again to gain the remaining two exploits. NOW
Foot of the MountainWarrior-monk±You become as immobile as a mountain. No knockdown or knockback attempt by a creature of your size or smaller will work against you. Defensive StanceNOW
Weapon SynthesisWarrior-monk±When using any Eastern weapon, you gain one free unarmed melee attack whenever you make two weapon attacks. NOW
Zen MindWarrior-monk±You gain +4 to your Mental Defense.NOW
Acid BloodOgre‡Ogres have acidic blood. In addition to gaining an additional 5 SOAK (acid), melee attackers which cause more than 10 slashing or piercing damage in a single blow take 1d6 acid damage from the blood splash. OLD
DarksightOgre‡Ogres can see in the dark as though it were normal daylight. OLD
SmellyOgre‡No matter what they do, Ogres smell bad. They take a permanent –1d6 penalty to any attempts at stealth. OLD
Thick HideOgre‡Ogres are extremely tough, with leathery skin. They gain +2 natural SOAK to physical attacks.OLD
Cultural WeaponGrand Elf‡Grand Elves begin play with a free musket or pistol.OLD
FeyGrand Elf‡Elves of all types are considered Fey.OLD
Magic SenseGrand Elf‡Grand Elves can sense magic within 10' of them. They can intuitively sense the presence of magic, but not the power level, type, direction, or exact location.OLD
MeditationGrand Elf‡Grand Elves do not need to sleep. They may sometimes choose to meditate, instead, while their non-elven companions are sleeping, but this is not necessary. OLD
Naturally MagicalGrand Elf‡Grand Elves begin play knowing one free magical secret.OLD
FeySylvan Elf‡Elves of all types are considered Fey.OLD
HealthySylvan Elf‡Sylvan Elves are completely immune to illness and disease of a non-magical nature. OLD
Nature AffinitySylvan Elf‡All Sylvan Elves know either the secret of plants or the secret of beasts. OLD
TranceSylvan Elf‡Sylvan Elves do not need to sleep. They may choose to meditate, instead, while their non-elven companions are sleeping, but this is not necessary. OLD
Tree-dwellersSylvan Elf‡Sylvan Elves gain a Climb speed equal to their regular Speed. OLD
DarksightMountain Dwarf‡Mountain Dwarves can see in the dark to a distance of 60', and when underground can see in the dark to any distance as though it were daylight.OLD
EarthyMountain Dwarf‡Mountain Dwarves automatically know the secret of earth, although Mountain Dwarves with Magic attributes are rare.OLD
Iron ConstitutionMountain Dwarf‡Mountain Dwarves are not affected by non-magical poisons, with the exception of alcohol.OLD
SturdyMountain Dwarf‡With a low center of gravity, it is hard to knock a Mountain Dwarf down. Any attempt to do so suffers a –2d6 die penalty.OLD
BloodlustOrc‡Once per day an Orc can drink fresh blood to recover 2d6 Health. This takes an action. The blood must come from a creature slain in the last hour.OLD
DarksightOrc‡Orcs can see clearly in the dark as though it were daylight. However, bright sunlight hurts their eyes, inflicting a –2 Defense penalty.OLD
GloryOrc‡Orcs take pleasure in battle, and pride in their wounds. When reduced to below half Health, they gain a +1d6 die bonus to attack rolls.OLD
EvasionSmallfolk‡Smallfolk are nimble and adept at dodging. They gain a +2 bonus to either their Melee Defense or their Ranged Defense. This bonus does not stack with other exploits which increase your Defense scores.OLD
StubbornSmallfolk‡Smallfolk are difficult to enchant. They gain a +4 bonus to their Mental Defense. This bonus does not stack with other exploits which increase your Defense scores.OLD
Daily WorshipAcolyte‡Once per day, you may pray to your deity and refresh your Luck (or "faith" as you view it) dice pool. OLD
OutdoorsmanFarmhand‡You know the secret of planets.OLD
Silver SpoonNoble‡Your wealthy upbringing means that you start play with 1,000 bonus gold coins and a superior quality set of clothing. OLD
Page GearPage‡You start play with a superior set of clothing and a high-quality musical instrument. OLD
FleetPrimitive‡You gain +2 to your Speed when outdoors in a non-urban environment. OLD
Life On The StreetsUrchin‡Accustomed to sleeping rough, you heal a bonus 1d6 Health each day. OLD
PrestidigitationWizard's Apprentice‡You learned little magical tricks to help with your chores as an apprentice. You are able to use small displays of magical prestidigitation at will to assist you with day-to-day inconveniences: cleaning clothes, keeping the rain or mud off, a tiny reading light, polishing silverware, and the like. OLD
ConcoctionAlchemist‡Choose one status track (see the list on page 29). You can spend five minutes to create a concoction which, when drunk (and a MAG vs. the appropriate Defense attack is made), moves the recipient one stage along the chosen track. You may take this exploit multiple times, choosing a new status track each time. OLD
Explosive AlchemyAlchemist‡You can create an explosive concoction using your alchemy kit. This takes a full round (two actions), and the concoction can be thrown (range increment 3, radius 5', damage 3d6 fire). The concoction can only be stored for 5 minutes before it stops working. OLD
Gaseous ConcoctionAlchemist‡Your concoction can be thrown in a glass bottle which breaks on impact, creating a 10' radius area of gas lasting for 1 minute. This effect attacks any creatures which enter or start their turn in the cloud. Concoction, Alchemy 5OLD
Greater Healing PotionAlchemist‡Your healing ability using your alchemy kit improves. You may now restore 3d6 Health. Healing Potion, Alchemy 3OLD
Healing PotionAlchemist‡You can use your alchemy kit to heal 2d6 Health in yourself or any creature you can touch. No creature may benefit from this more than once per day. OLD
Sticky ConcoctionAlchemist‡You may turn your concoction into a substance which can be delivered via a blade or an arrow. Apply an already-created concoction to an edged weapon. The next successful damaging attack made by that weapon will deliver the concoction to the target as though the target had drunk it. This only lasts for one successful attack or for five minutes, whichever comes first. Concoction, Alchemy 3OLD
Strong ConcoctionAlchemist‡One concoction you can create using the Concoction exploit now moves targets two stages along that status track. Concoction, Alchemy 3OLD
Protective OilAlchemist‡You may spend 5 minutes to create an oil which, when smeared over a creature, grants it SOAK 2 against one damage type. This is enough to protect against climate-based effects. OLD
BowyerArcher‡You know how to maintain your equipment. One standard quality bow becomes a high quality weapon, as long as you spend an hour maintaining it every day. OLD
Careful AimArcher‡When aiming, your bonus to hit increases to +2d6. OLD
Double ShotArcher‡You notch two arrows and let both fly simultaneously. Each must be directed at a different target, and both targets must be within 10' of each other. You cannot combine this ability with any other exploits. OLD
Intercepting ShotArcher‡You can shoot another arrow out of the sky as a reaction. Roll an opposed attack roll against that of the attacker’s arrow; if you succeed, the arrow is split and falls harmlessly to the ground.INT 8+, Rapid ShotOLD
Long ShotArcher‡You have an eye for distance. You can double the range increment of a bow by taking a –1d6 die penalty to damage.OLD
Rapid ShotArcher‡You fire faster; once per turn you can fire two shots at a single target instead of one. OLD
Stand Your GroundArcher‡As long as you do not move, you can plant arrows in the ground and loose two shots every action. AGI 8+, Rapid ShotOLD
Create PoisonAssassin‡Using an herbalism kit, you can create a poison in five minutes. The poison will remain effective for five further minutes, and is be administered via food or drink, doing 6d6 poison damage. OLD
Death BlowAssassin‡Your damage bonus for attacking unaware targets increases to +4d6. Surprise AttackOLD
Poison ResistanceAssassin‡You become resistant to poisons, gaining SOAK 5 (poison). You can take this exploit multiple times, gaining an additional SOAK 5 (poison) each time you do. OLD
Quiet KillAssassin‡You are a master of silent death. Any target you kill during the ambush turn dies silently and without obvious visible signs. Nobody notices the target is dead for one minute; thereafter, noticing the target is dead requires a Strenuous [21] INT check. OLD
Surprise AttackAssassin‡If you successfully hit a target that is unaware of you, you gain a +2d6 damage bonus. OLD
Weak PointAssassin‡Once per enemy you may ignore any SOAK score it possesses by targeting a weak spot. You can never use this ability on the same enemy again. OLD
Beastly VisageBarbarian‡You have modified your body in various ways (scars, tattoos, piercings) as to make yourself as intimidating as possible. With a CHA vs. Mental Defense attack, you can move a target who can see and hear you one stage along the Fear status track. OLD
FeralBarbarian‡You gain a bite attack; your natural damage increases by +1d6 and becomes piercing damage. OLD
Fleet Of FootBarbarian‡In an outdoor environment, you gain a +2 bonus to your Speed. OLD
Hides And SkinsBarbarian‡You know how to make the most out of basic gear. Hide armor worn by a barbarian counts as one quality level higher than it actually is. OLD
Iron SkinBarbarian‡Your natural SOAK bonus increases to +4. Leathery SkinOLD
Keen SensesBarbarian‡You gain +1d6 to perception checks. OLD
Leathery SkinBarbarian‡You gain +2 natural SOAK from hard, conditioned, leathery skin. OLD
Mighty LeapBarbarian‡Your horizontal free jump distance increases by 5' (one square). OLD
Natural SerenityBarbarian‡In your chosen sacred terrain, you may pause for five minutes once per day, reflecting on nature and speaking to the Old Gods, to recover your full Health. Sacred TerrainOLD
Primal ChargeBarbarian‡When charging, you howl and screech, moving twice your Speed and gaining +2d6 to damage. Fleet of FootOLD
Reap The WhirlwindBarbarian‡You may spend two actions to make one melee attack against every adjacent foe. You cannot add additional exploits to these attacks. OLD
Sacred TerrainBarbarian‡Choose a terrain type, such as forest, plains, ocean, or mountains. You gain a +1d6 to all dice pools when in that terrain; this is still limited by your maximum dice pool. OLD
Scarred VisageBarbarian‡You are covered in scars. You are immune to the Bleeding status track below the Extreme stage. Beastly Visage, Leathery SkinOLD
Set In The Old WaysBarbarian‡You gain +5 to your Mental Defense. OLD
Trophy CollectionBarbarian‡You collect gruesome trophies from your vanquished foes—teeth, skills, bones, etc. Each trophy replenishes one Luck die in your Luck dice pool, and loses its power once the Luck die is spent. You may only claim a trophy if you delivered the killing blow to a creature of Medium size or larger. Set In The Old WaysOLD
CatburglarBurglar‡An expert at climbing, you do not take any die penalties in combat while climbing (climbing normally inflicts a –2d6 die penalty). OLD
ClimberBurglar‡Your climbing speed becomes equal to your regular Speed. Cat BurglarOLD
Grand HeistBurglar‡You commit a robbery. Gain a bonus 3d6×100 gc. You may repeat this exploit, gaining 3d6×100 gc each time. OLD
Sixth SenseBurglar‡You have a sixth sense when it comes to traps, and gain a +2d6 bonus to spot them and a +1d6 bonus to avoid or disarm them.OLD
LocksmithBurglar‡You gain a exceptional quality lockpicking kit. This gives you a +1d6 bonus to attempts to pick locks. Sixth Sense. You have a sixth sense when it comes to traps, and gain a +2d6 bonus to spot them and a +1d6 bonus to avoid or disarm them. OLD
BeatificationCleric‡You gain the Virtue of your god. Additionally, all damage you do is damage of that Virtue type, whatever the delivery instrument. Religion 6OLD
Blessing/Curse Cleric‡You can issue a blessing or a curse. This takes one minute, lasts one hour, and affects one creature within 30'. A curse makes the target unable to access its LUC pool; a blessing grants it a bonus 3d6 to its LUC pool for the hour. PortfolioOLD
Divine TouchCleric‡The potency of your touch increases. If you chose the secret of good, your touch can now heal 2d6 Health. A creature can only be affected once by your healing touch per day. Alternatively, if you chose the secret of evil, your touch now also pushes your target one stage along the Nausea status track. PortfolioOLD
PortfolioCleric‡Choose either the Good or the Evil Virtue, plus one Elemental or Creature secret. If you choose the secret of good, your touch can heal 1d6 Health as a single action (although any given creature can only benefit from this once per day). If you choose the secret of evil, it inflicts 1d6 evil damage beyond your natural damage. OLD
Sense VirtueCleric‡You are able to sense the presence of (but not the location of) any beings or objects within 60' with a Virtue opposite to that of the secret you chose. PortfolioOLD
Blood MagicDiabolist‡You are now able to cast spells for fewer MP by spilling your own blood. As an action, you may do either 1d6 or 2d6 damage to yourself; the MP cost of the next spell cast within one minute is reduced by the number of d6s damage you cause. Faustian PactOLD
Demonic TraitsDiabolist‡You begin to take on the appearance of the infernal. You may take this exploit up to six times. Each time you take it, roll 1d6 to determine the trait you gain; if a trait is duplicated, roll again. 1. Horns. +1d6 Magic Points; 2. Red eyes. Darkvision 60'; 3. Claws. +1d6 to unarmed; damage; 4. Red skin. SOAK 5 (fire); 5. Hooves. +1 Speed; 6. Tail. +1 Agility Faustian PactOLD
Faustian PactDiabolist‡Your Faustian pact begins, but power comes at a price. You gain 2d6 additional Magic Points. Whenever you cast a spell that uses those bonus MP, you take damage equal to the number of MP placed in that spell. However, you know that true power comes later to those who are patient. OLD
ImpDiabolist‡You gain an imp familiar which will do your bidding. It will undertake dangerous tasks, but to persuade it to do something suicidal (or near-so) requires a Difficult [16] CHA check; if you fail, your imp betrays you. OLD
Infernal MysteriesDiabolist‡You learn the basics of diabolism. You gain the summoning, abjuration, and hexing skills at 1 rank (1d6) if you do not already have them, and learn the secret of demons. OLD
Animal Affinity Druid‡With a successful CHA vs. Mental Defense check, you can shift an animal within 10' one stage along the Charm status track for one hour. Speak With AnimalsOLD
Animal CompanionDruid‡You gain an animal companion in the form of a wolf or other beast with a maximum dice pool of 6d6 and a maximum LOG attribute of 2. This companion will accompany and defend you. If your companion dies, you attract a new companion in one month. However, if you abuse your companion (for example by sending it ahead to set off traps), it will leave you and you will never be able to replace the companion. The companion is bright for its species, but has no special intelligence or abilities. You may take this exploit multiple times, gaining an extra animal companion each time. OLD
AgelessDruid‡You no longer age and become effectively immortal, saving accidental death. Poison ImmunityOLD
Beast FormDruid‡You may transform into a small or medium- sized animal (and back again) once per day for up to one hour. You cannot speak in this form, and retain your own mental attributes, but otherwise use the animal’s statistics. OLD
Companion LinkDruid‡You gain a telepathic link with your animal companion with a range of 1 mile; this enables you to send it instructions and to see through its eyes. Animal CompanionOLD
Elemental DruidDruid‡You gain any two of the secrets of air, earth, fire, and water. OLD
Greater Beast FormDruid‡You may now change into a large or tiny animal. Beast FormOLD
Nature’s PassageDruid‡You can move through woodland areas and thick undergrowth without any speed reduction, and leave no tracks or traces of your passing unless you choose to do so. OLD
Nature PriestDruid‡You gain the secret of beasts and the secret of plants. OLD
Poison ImmunityDruid‡You become immune to all poisons and poison damage. OLD
Speak With AnimalsDruid‡You may freely speak with animals, although they do not gain special intelligence or knowledge. OLD
Fiery AffinityFiremage‡Your focus on fire grants you +1d6 to any attribute which interacts with fire or heat. OLD
Fire Immunity Firemage‡You become completely immune to fire or heat damage. Your vulnerability to cold, however, increases to 2d6. Fire ResistanceOLD
Fire ResistanceFiremage‡You permanently gain SOAK 5 (fire). However, you also suffer Vulnerability (1d6) to cold. OLD
FireboltFiremage‡You can throw a bolt of fire as a single ranged attack (using your MAG attribute) which has a range increment of 30' and does 2d6 fire damage. Flaming TouchOLD
Firebolt, GreaterFiremage‡Your Firebolt’s damage increases to 3d6 fire. FireboltOLD
FiresculptorFiremage‡You can “sculpt” fire easily; any nonmagical flame within 30' can be shaped or enlarged as a single action and a mere effort of will as long as it remains within 30' (things outside can catch fire as normal, but you have no control over them). OLD
Flaming AuraFiremage‡You gain an aura (based on your size as normal) of flame and heat, although you may suppress it easily. Creatures entering or starting a turn in this aura take 2d6 fire damage. Flaming TouchOLD
Crowd’s WorshipGladiator‡You feed off the admiration of a crowd to the extent that if there are 6 or more non-participating people watching you fight, every time you defeat a foe, you gain 2d6 Health as you bask in glory. ExhibitionistOLD
ExhibitionistGladiator‡Victory gives you strength. You replenish your Luck pool by 1 die every time you defeat an opponent. OLD
Fake WoundsGladiator‡Once per day, you may use your expertise in faking injuries to turn an actual blow into a pretend one. Your opponent, and all onlookers, will believe you have suffered the damage inflicted by the attack, but in fact it causes no damage at all. OLD
Gladiator’s CutGladiator‡Your successful strikes move your target one stage along the Bleeding status track. OLD
Gladiator’s SkillsGladiator‡You gain two of the following universal exploits: Disarm, Trip, Achilles Heel, Blinding Attack, Crippling Strike, Quick Stand, Taunt. You may repeat this exploit to gain two additional universal exploits from the list. OLD
ShowoffGladiator‡You can make a CHA vs. Mental Defense attack in combat against a single target within 30' as a standard action to put on an intimidating and flashy display of prowess. If successful, the target is moved one stage down the Fear status track. OLD
Signature MoveGladiator‡Choose one exploit that you have learned from the Gladiator’s Skills list. This becomes your signature move. You gain a permanent +1d6 when using that move. Gladiator's SkillsOLD
Surprise RecoveryGladiator‡After using your Fake Wounds ability, you may make a single free melee attack until you make an actual regular melee attack. The free attack must be your first melee attack after using the Fake Wounds ability. Fake WoundOLD
Unusual WeaponGladiator‡Choose one of the following weapons: trident, net, spear. Weapons of that type count as one quality level higher when you use them. OLD
Alleviate ConditionHerbalist‡You can automatically devise an herbal concoction to relieve any condition (stunned, blinded, and so on) by mixing the herbs you have on you and adding additional components from your surroundings as long as you have your herbalism kit on you. This takes two actions (a full turn) and reduces any status track by one stage automatically. This does not affect permanent conditions. OLD
DepressantHerbalist‡You can create a herbal mixture which decreases the die pool of one attribute by 1d6 for five minutes. You must choose the attribute when you select this exploit; you may select it multiple times and choose a different attribute each time. It takes one minute to create the mixture. OLD
Healing HerbsHerbalist‡As long as you have your herbalism kit on you, you can heal an ally by 1d6 of Health as a single action.OLD
Herbal WardHerbalist‡You can create a herbal abjuration effect (equal to a 0 MP spell) at will. It takes you one minute to prepare the herbs, and they remain usable for five minutes. Choose one creature type; any time a creature of that type attempts to come within 10' of you (or the recipient of your herbs), it is subject to a LOG vs. Mental Defense attack. On a success, it may not come any closer for five minutes, at which point it may try again. The duration of the effect is 30 minutes. OLD
StimulantHerbalist‡You can create a herbal mixture which increases the die pool of one attribute by 1d6 for five minutes. You must choose the attribute when you select this exploit; you may select it multiple times and choose a different attribute each time. It takes one minute to create the mixture. OLD
Dispel MagicInquisitor‡You are able to dispel magic within 30' as a single action by making a MAG vs. MAG check against the effect you are trying to dispel. Sense MagicOLD
Inquisitor MaskInquisitor‡You can protect yourself from spells by hiding your soul behind a special mask. You create the mask yourself. While you wear that mask you gain a +4 Mental Defense bonus, and divination spells that directly target you take a –1d6 die penalty. You must make the mask yourself, and it must be specifically designed to protect your soul. You can take this exploit a second time to create a Greater Inquisitor’s Mask, which gives you +6 Mental Defense and inflicts a –2d6 penalty to divination spells targeting you. OLD
Inquisitor SightInquisitor‡You gain the secret of humanoids, and gain one rank in the compulsion, divination, and abjuration skills. Inquisitor's MaskOLD
Magic ResistanceInquisitor‡You gain SOAK 5 (magic). This applies to any damage caused directly by magic; it does not apply to indirect damage. OLD
Sense MagicInquisitor‡You are able to sniff out magic within 60'. OLD
True SightInquisitor‡You are able to automatically see through illusions (and can see invisible creatures) and disguises, and can discern the true shape of a shapechanged creature. Inquisitor's SightOLD
Bonded MountKnight‡You gain a loyal warhorse. The warhorse is bonded to you, and gains +2 Speed while you are riding it. If the warhorse dies, you can replace it after a week of mourning. The horse counts as an animal companion (see the Druid for more details on animal companions). OLD
JousterKnight‡You can charge an enemy from horseback using your lance. This attack gains +2d6 to both attack and damage, and requires you to move on horseback at least 20' in a straight line. OLD
JumperKnight‡Your horse’s free Jump distance increases by 5' horizontally and 5' vertically. OLD
Knight’s BannerKnight‡Allies within 30' of you also become immune to the Fear status track. Knight's CourageOLD
Knight’s CourageKnight‡You become immune to the Fear status track. Knight's HonorOLD
Knight’s HonorKnight‡Your courage and honor are such that you automatically succeed in attempts to shake off Fear status track effects. OLD
Might Is RightKnight‡You can make a REP vs. Mental Defense attack against any creature as a single action. If successful, the target is pushed one step down the Fear status track, awed by your presence. OLD
Squire Knight‡You gain a free squire. You must protect your squire; in exchange, one weapon or one suit of armor you possess increases by one quality level (to a maximum of artisan). If your squire dies, he is replaced in one month. Bonded MountOLD
Black KnightKnight-errant‡You are known as a dark knight, an agent of evil. All damage you do is Evil damage. Evil PortfolioOLD
Divine Smite Knight-errant‡You automatically do +1d6 Good or Evil damage (depending on your Virtue) to creatures of a Virtue opposed to your own. PortfolioOLD
Great DeedKnight-errant‡You perform a great chivalric deed. Describe a quest or deed. You gain +2 REP. You may only take this grade by spending time; you may not purchase it with XP. OLD
Lay On HandsKnight-errant‡Your touch reduces (Good) or increases (Evil) any status track of a creature you can touch by one stage. This takes a single action. This does not affect permanent conditions. PortfolioOLD
SlayerKnight-errant‡You have become known as the Slayer of a specific creature type associated with your deed. You gain a permanent +1d6 bonus to attacks and other attribute checks related to that creature type. Choose from spiders, dragons, giants, goblins, demons, or undead. Great DeedOLD
AnatomistLoremaster‡You automatically know the resistances and vulnerabilities of any creature you encounter. OLD
ExperiencedLoremaster‡Your knowledge and expertise borders on the prophetic. Your entire party gains a +1d6 Initiative bonus if they are within 30' of you when they make their check. OLD
Greater Ritual Loremaster‡You can now cast spells of up to 5 MP or less as a ritual. RitualOLD
IdentifyLoremaster‡You can automatically identify a magical item, its name, and its properties. OLD
Language LoreLoremaster‡You gain the scholastic ability to speak or read any unknown language with a Difficult [16] LOG check. OLD
Language MasteryLoremaster‡You can now speak or read any unknown language automatically. Language LoreOLD
RitualLoremaster‡You can cast a specific spell of 3 MP or less as a ritual; this takes one minute per MP, but costs no MP. Devise one spell and note it down. You may take this exploit more than once, creating a new ritual each time. OLD
SecretsLoremaster‡You learn four magical secrets.OLD
Wise CounselLoremaster‡You can spend two actions to offer advice and counsel, giving one ally within 30' a +2d6 bonus to a single attribute check. Any given target can only benefit from this once per day.OLD
Arcane Knowledge BaseMage‡Choose four [magical] skills and one element secret. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.OLD
Arcane SecretMage‡You have learned or discovered an arcane secret—either an Element, Creature type, or Virtue. You can take this exploit multiple times, learning a new secret each time, but you may know no more secrets than your LOG attribute.OLD
AttunedMage‡You are able to detect magic easily. You do not need to make any kind of attribute check to detect magic within 30', and are aware of its existence automatically.OLD
Broad Knowledge BaseMage‡Choose two more [magical] skills and two Element or Creature secrets. You gain these two skills at 1 rank (1d6). This does not increase the rank of an existing skill.Arcane Knowledge BaseOLD
FamiliarMage‡You gain a familiar, which is a tiny-sized creature (cat, bat, owl, mouse, rat, etc.) You can speak to your familiar, which is able to report back things it has seen or heard.OLD
LearnedMage‡When using any [lore] skill as part of a dice pool, you may reroll any 1s.OLD
SpecializationMage‡Choose one secret that you already know. You are specialized in that secret. You may exceed your MAG attribute by 2 points when using that secret. You may only ever specialize in one secret.Arcane Knowledge BaseOLD
Advance!Man-at-Arms‡Proficient at charging across poor terrain or mud, you ignore difficult terrain when charging.OLD
EquippedMan-at-Arms‡You start play with a high quality sword, spear, or suit of chainmail.OLD
Hold The LineMan-at-Arms‡When standing adjacent to an ally, you both gain a 1d6 cover bonus.OLD
Shield-BearerMan-at-Arms‡Any shield you wear increases its Defense bonus by +4.OLD
Shield WallMan-at-Arms‡When standing between two allies, all three gain a +2d6 cover bonus. This does not stack with itself or with Hold the Line.OLD
Beast SongMinstrel‡Select a song that you know. That song will now affect beasts as well as sentient beings.SongOLD
InstrumentMinstrel‡You start play with a high quality musical instrument. You can make money by playing at taverns and doing local performances. You can automatically make 1d6×10 gc per day by doing this. This ability cannot be used during downtime.OLD
ProjectionMinstrel‡You use the power of your voice to increase the radius of your songs to 60'.SongOLD
Song Minstrel‡You can take this exploit multiple times, learning a new song each time. Your songs affect sentient beings who can hear and understand them. Each time you learn a song, choose one Status track (e.g. Song of Cheer, Song of Courage, or Song of Tiredness); that song allows you to move those within 30' who can hear you one stage up or down that status track. Unwilling targets require a CHA vs. Mental Defense attack. InstrumentOLD
Cloak FlourishMusketeer‡You can use a cape or cloak with a flourish to distract your foes; the garment counts as a small shield, but does not require a free hand to use it.OLD
Musket ChargeMusketeer‡When charging with a melee weapon, you may begin your charge with a single musket shot, switch weapons, charge, and end it with a single melee strike.OLD
Pistol-whipMusketeer‡You can use a firearm as a club by striking with the butt once per turn as a free action as long as you are currently wielding that weapon.OLD
Quick ReloadMusketeer‡You can fire your musket every action, rather than just once per turn.OLD
SwashbucklerMusketeer‡Your swashbuckling swordplay gives you any two of the following universal exploits: Disarm, Sidestep, Taunt.OLD
Whites Of Their EyesMusketeer‡You are accustomed to standing your ground as oncoming hordes charge, firing only when you see the whites of their eyes. When charged by an opponent, you may fire a free musket or pistol shot when they come within 10' of you.OLD
Corpse VisageNecromancer‡Your skin and visage alter slightly, becoming more like the undead you surround yourself with. You gain 5 natural SOAK, but become Vulnerable 1d6 (light) and your CHA attribute is reduced by 2 points (to a minimum of 2).Eyes Of The DeadOLD
Eyes Of The DeadNecromancer‡You share the senses of the undead, gaining darksight 60'.OLD
Necromantic LoreNecromancer‡You gain the skills of summoning, affliction, and creation at a rank of 1 (1d6) if you do not already have them. You also gain the secret of death and the secret of shadow.OLD
One Of UsNecromancer‡Undead of a lower grade than yourself are unable to attack or harm you in any way.Corpse VisageOLD
Touch Of The GraveNecromancer‡Your touch gains the foulness of death, doing an additional 1d6 death damage. You also kill any small (non creature) plants you come into contact with.OLD
Undead ServantNecromancer‡You gain an undead slave—a skeleton or zombie—which obeys your every command until destroyed. If destroyed, you may summon a new one with a 24 hour ceremony and access to an appropriate corpse. You may take this exploit multiple times, gaining a new servant each time.OLD
UndeathNecromancer‡You perform a grotesque and elaborate ceremony and become undead yourself. You are now effectively immortal, and will never die of old age, although you will still visibly age forever unless you disguise yourself with illusions. You no longer need to breathe, eat, or sleep, and you are immune to poisons.One Of UsOLD
Vampiric TouchNecromancer‡You are able to steal the life essence of a victim for yourself. When you use your Touch of the Grave to do damage to another creature, you gain that amount of Health.Touch Of The GraveOLD
Crows’ NestPirate‡You have spent many hours on the lookout. You can always access the ambush turn.OLD
HookPirate‡One of your hands is now a hook. You are always considered to be carrying a knife. You also gain a bonus +1 REP.OLD
Fearsome ReputationPirate‡Your reputation precedes you. With a REP vs. Mental Defense attack you can intimidate a single target within 30'. If successful, the target moves one stage down the Fear status track.OLD
Fierce ReputationPirate‡Your reputation is now so fierce that you can either push one target two stages down the Fear status track, or all targets within 30' one stage down the track, with a REP vs. Mental Defense attack.Fearsome ReputationOLD
KeelhauledPirate‡You’ve been keelhauled or felt the lash of the cat at least once. You gain natural SOAK 2.OLD
PollyPirate‡You gain a small bird (crow, parrot, owl, etc.) as an animal companion. See the Druid career for information on animal companions.OLD
RiggingPirate‡You do not suffer penalties for fighting while climbing.OLD
Prison ToughPrisoner‡You are mentally and physically toughened. Each time you take this exploit you gain a permanent +1 bonus to all three of your Defense scores. You may repeat this exploit.OLD
ShivPrisoner‡You are easily able to improvise weapons using your surroundings—glasses, rocks, and so on. You always count as carrying a knife or club. You may also use the brawling skill with knives and clubs.OLD
Beast WhispererRanger‡You can speak to animals. This does not grant them special knowledge or intelligence, so the information you can gain is limited by their own capabilities. Neither does it guarantee friendship or cooperation.OLD
BeastmasterRanger‡You gain a second animal companion. You can repeat this exploit, gaining a new companion each time you take it. Companion. You gain an animal companion, much like the Druid’s. This companion will accompany and defend you. If your companion dies, you attract a new companion in one month. However, if you abuse your companion (for example by sending it ahead to set off traps), it will leave you and you will never be able to replace the companion.CompanionOLD
Nature’s CamouflageRanger‡You can camouflage yourself to become effectively invisible at a distance of 30' or greater while in an outdoor, non-urban environment. You may only move at half Speed while camouflaged, and any attack ends the effect for anybody within sight.OLD
Nature’s SecretsRanger‡You learn the secret of plants and the secret of beasts. Traveler. You are skilled at wilderness travel, at home under the open sky. You increase the travel increment of a group you lead by one day. You may take this exploit multiple times, increasing the travel increment by one day each time.OLD
Wilderness StrideRanger‡You are not affected by difficult terrain caused by plants or undergrowth. OLD
Street ToughRuffian‡Life on the streets is tough. You gain a natural +2 SOAK.OLD
The Filth!Ruffian‡You have developed an uncanny ability to detect the Watch. When attempting to sniff out a watchman or similar authority figure, you gain a +1d6 bonus.OLD
Any PortSailor‡You may take this exploit multiple times. Each time you take it, you may designate an additional port town. At that location, you will have one contact upon whom you can (generally) rely, and one tavern at which you can drink for free.OLD
Climb The RiggingSailor‡You can climb your Speed instead of half your Speed. Grog. While you may well enjoy a drink, you never suffer any penalties from intoxication via alcohol.OLD
Hold BreathSailor‡You gain two additional countdown dice when holding your breath.SwimmerOLD
LookoutSailor‡Crow’s nest duty is a mandatory part of a sailor’s life. You gain +1d6 to perception checks.OLD
Peg LegSailor‡One of your legs is a wooden peg. You are used to it, so it does not negatively affect you; you gain a kick attack which increases your unarmed damage by 1d6.OLD
Sea LegsSailor‡You adapt to the motion of a ship; this makes you very hard to knock down. When you are knocked prone, you may make a Challenging [13] AGI check; if you succeed, you remain standing.OLD
Sea ShantySailor‡By singing a sea shanty, a sailor can combat sickness and tiredness. Anyone who hears the shanty is reduced by one stage in the Nausea or Tiredness status tracks (the sailor must choose which of the two songs he is singing).OLD
Sea WeatherSailor‡You are able to ignore the effects of rain, wind, mist, and fog.OLD
SwimmerSailor‡You gain a Swim speed equal to your regular Speed.OLD
Alchemical ArmorSmith‡You combine the Protective Oil ability from the Alchemist career and Exceptional Forge or greater from the Smith career; the armor you created permanently gains the extra protection granted by the Protective Oil. You may repeat this exploit.Exceptional Forge, Protective Oil, MAG 2+OLD
Alchemical WeaponSmith‡You combine the Sticky Concoction ability from the Alchemist career and Master Forge or greater from the Smith career; the weapon you created permanently gains the effect granted by the Sticky Concoction. You may repeat this exploit.Master Forge, Sticky Concoction, MAG 4+OLD
Artisanal ForgeSmith‡You forge yourself a single artisanal quality weapon (weaponsmithing) or suit of armor (blacksmithing); you must pay for the standard quality version, but it becomes artisanal quality automatically. You may repeat this exploit.Master Forge, Weaponsmithing 12 or Armorer 12OLD
Chink In The ArmorSmith‡You know armor, and its styles well, including the weaknesses of each type. Once per suit of armor, you may ignore its SOAK value when attacking.OLD
Exceptional ForgeSmith‡You forge yourself a single exceptional quality weapon (weaponsmithing) or suit of armor (blacksmithing); you must pay for the standard quality version, but it becomes exceptional quality automatically. You may repeat this exploit.Quality Forge, Weaponsmithing 7 or Armorer 7OLD
ForgeSmith‡You forge yourself a single standard quality weapon (weaponsmithing) or suit of armor (blacksmithing), which you gain for free.Weaponsmithing or ArmorerOLD
Legendary ForgeSmith‡You forge yourself a single legendary quality weapon (weaponsmithing) or suit of armor (blacksmithing); you must pay for the standard quality version, but it becomes legendary quality automatically. You may repeat this exploit.Artisanal Forge, MAG 3+, Weaponsmithing 15 or Armorer 15OLD
Lore Of The MastersSmith‡You are able to identify rare or magical weapons and armor without making an attribute check.OLD
MaintenanceSmith‡You know how to maintain equipment. Designate one standard quality suit of armor or a weapon; this item becomes high quality, as long as you spend an hour maintaining it every day.OLD
Master ForgeSmith‡You forge yourself a single mastercraft quality weapon (weaponsmithing) or suit of armor (blacksmithing); you must pay for the standard quality version, but it becomes mastercraft quality automatically. You may repeat this exploit.Exceptional Forge, Weaponsmithing 10 or Armorer 10OLD
Quality ForgeSmith‡You forge yourself a single high quality weapon (weaponsmithing) or suit of armor (blacksmithing); you must pay for the standard quality version, but it becomes high quality automatically.Forge; Weaponsmithing 4 or Armorer 4OLD
Dress WoundsSquire‡You can heal 1d6 Health using a basic healer’s kit; this costs two actions. No recipient can benefit from this more than once per day.OLD
EtiquetteSquire‡You learn the ways of court and castle; you gain a +1d6 bonus in situations which involve courtly etiquette, music, dance, and chivalry.OLD
Loyal GuardianSquire‡You are able to protect a fallen ally. An unconscious character in an adjacent square cannot be further harmed while you remain adjacent to him; instead you take half damage (round down) from any attacks. In addition, you gain a +1d6 bonus to LOG checks made to stabilize a fallen character or to perform emergency healing on the battlefield.OLD
Standard-bearerSquire‡You can carry a flag or banner which grants allies who can see it +1d6 to Initiative checks.OLD
Sword-sharpenerSquire‡You know how to maintain your (or your liege’s) equipment. One standard quality suit of armor and one standard quality melee weapon becomes high quality, as long as you spend an hour maintaining it every day.OLD
Death BaneUndead Hunter‡Using an herbalism kit, you can create a death bane—an ointment or natural amulet (such as the stereotypical garlic vs. vampires). This grants you +4 Defense vs. the undead.OLD
Death WardUndead Hunter‡You learn the secret of undead. Divine Strike. Your attacks do Good damage to the undead.OLD
Holy SymbolUndead Hunter‡Brandishing your holy symbol aloft, your Turn Undead ability now pushes the undead two steps along the Fear status track.Turn UndeadOLD
Lore Of The DeadUndead Hunter‡You can identify undead creatures by sight and know their weaknesses.OLD
Special EnemyUndead Hunter‡Choose one type of undead. You become known as a hunter of that type of undead (e.g. a Vampire Hunter), and gain +2 REP. You automatically ignore any natural SOAK that that creature possesses (although not armor SOAK). Stalwart. You become immune to fear effects caused by the undead.Lore Of The DeadOLD
Stench Of DeathUndead Hunter‡You can sense the presence of the undead within 30'.OLD
Turn UndeadUndead Hunter‡You can make a CHA vs. Mental Defense attack which affects all undead within 30' of you. Undead affected by this attack are moved one step along the Fear status track.StalwartOLD
Defensive StanceWarrior-monk‡You gain +4 to your Melee Defense. This does not stack with Drunken Fist.OLD
Drunken FistWarrior-monk‡When intoxicated through alcohol, you gain +4 to both your Melee and Ranged Defense. This does not stack with Defensive Stance.OLD
Elemental FistWarrior-monk‡Your fist is surrounded by the glow of elemental energy. The damage type becomes heat, and does an additional +1d6 damage.Iron Fist, MAG 2+OLD
Iron FistWarrior-monk‡Your unarmed damage increases by 1d6. Iron Skin. Your training grants you +2 natural SOAK.OLD
Martial LeapWarrior-monk‡Increase both your vertical and horizontal Jump distances by 5'.OLD
Martial Technique BaseWarrior-monk‡You gain two of the following universal exploits: Trip, Throw, Sidestep, Flying Kick. You may take this exploit again to gain the remaining two exploits.OLD
Mountain StanceWarrior-monk‡You become as immobile as a mountain. No knockdown or knockback attempt by a creature of your size or smaller will work against you.Defensive StanceOLD
Weapon SynthesisWarrior-monk‡When using any Oriental weapon, you gain one free unarmed melee attack whenever you make two weapon attacks.OLD
Zen MindWarrior-monk‡You gain +4 to your Mental Defense.OLD
ChaserWatchman‡When chasing someone, your Speed increases by +2.OLD
CluesWatchman‡If there are clues to be discovered at the scene of a crime, you automatically find them within 5 minutes.OLD
SapWatchman‡You gain a special sap attack, used to knock out and apprehend criminals. You use any weapon; you do no damage, but a successful attack pushes the target along the Alertness status track by one stage for each 5 points of damage you would have done.OLD
Trouble SenseWatchman‡You are able to spot trouble before it happens. You gain a +1d6 bonus to Initiative checks.OLD
VigilantWatchman‡Constantly vigilant, you are hard to surprise. You gain a +1d6 die bonus to access the ambush turn. OLD
Petty LarcenyDelinquent°You are an accomplished little thief. You are practiced at stealing things; you can break into buildings and apartments and are capable of acts involving sleight of hand. You gain the following skills at one rank (this does not increase a skill beyond one rank): thievery, climbing, stealth.JDW
VandalDelinquent°Your frequent acts of vandalism have taught you how to break things in the most effi cient manner. You ignore 5 points of SOAK when making a melee attack against inorganic material.JDW
SpeedyJuve°Being quick on your feet is often the only Way to avoid the law and the juve gangs. You are faster than most! You gain +2 SPEED. This bonus does not stack with any other SPEED bonuses.JDW
JuvebunnyJuve°You know every detail of your Block — you gain +1d6 to all checks when in your block.JDW
Tough!Juve°You have taken your beatings and have shown you are tougher than most. You gain +2 natural SOAK.JDW
Tech KidJuve°You gain one rank in each of the following skills: computers, electronics, engineering.JDW
ShivJuve Ganger°You are adept at violence using improvised weapons. Using objects in your surroundings, you are always considered to be holding a knife or a club. When you hit somebody with a knife, you automatically infl ict the Bleeding condition.JDW
Stone Cold StareJuve Ganger°ou have an intimidating presence and are able to mess with people’s heads. You can make a REP mental attack against a target, infl icting the Afraid condition on a success.JDW
Me And My HomiesJuve Ganger°When using your Stone Cold Stare ability, you can affect one target within 30’ for each member of your own party that is within 30’.Stone Cold StareJDW
Academy Of Law CurriculumCadet°You gain one rank in each of the following skills: law, pistols, riding, light armour, clubs. You are also able to use law as a MENTAL DEFENCE skill.Human or CloneJDW
Air TricksBat Glider°You have superb control over your Bat-Glider and are able to reverse direction 180º with a free action.JDW
I Am The NightBat Glider°You can use your gliding skill instead of stealth to sneak through the air using your Bat-Glider.JDW
Wing And A PrayerBat Glider°You move your SPEED, swooping down and grabbing a medium-sized target partway through the glide and swooping up again.JDW
Home Sweet HomeBlocker°When in your Block you can pause for two actions once per day and get a second breath, recovering half your HEALTH.JDW
StashBlocker°You find a stash of good items somewhere in the Block, something you can sell to make a little cash. Spend one LUC die to recall a nearby stash containing items of a value equal to ten times a LUC check.JDW
Block DealBlocker°You know a guy who knows a girl, who knows that there is someone selling that item you wanted at a good price. You save 10% on all purchases.JDW
Scientific Knowledge BaseBoffin°Choose four [scientifi c] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.JDW
Analytical EyeBoffin°You are able to identify the resistances, immunities, and vulnerabilities of any creature you can see with a Diffi cult [16] LOG check; if you use a hand-scanner, it is only a Challenging [13] LOG check. This requires two full actions of observation.JDW
Improviser.Boffin°In the field, you need to improvise. Using your scientific know-how, you can create a crude object or device from your surroundings. This requires a LOG check, with a diffi culty value equal to the purchase value of the object, and takes 30 minutes.JDW
ModifyBoffin°You may modify the output of any energy weapon or device to any other energy type of your choice. This takes one minute. The device operates for five minutes, but breaks permanently when this time is up.JDW
Weird ScienceBoffin°When you encounter an item of technology beyond current human knowledge you are able to understand exactly how to operate it if you spend an hour examining it. This exploit will only work on items from a particular fi eld of study (examples include time travel, teleportation, inter-dimensional travel devices, etc). You can choose when you encounter such a device to activate this exploit. This exploit can be taken multiple times; each will be able to be applied to a different fi eld of study.JDW
Knowledge No Man Was Meant To KnowBoffin°You are able to duplicate and improve upon any item you have examined using the Weird Science exploit. You will agree to any improvements you wish to make with the Game Master prior to taking this exploit. This exploit can be taken multiple times but each time it is used it can only be applied to a single device.Weird ScienceJDW
What A Boing®Boinger°You can direct your fi rst Boing®, so that you will bounce to the exact location you want to.JDW
Natural Boing® KillerBoinger°After the first Boing® you can make an AGI (boinging) melee attack to Boing® into a foe.JDW
Cutting GearBoinger°You escape as a free action once the Boing® has come to a stop.JDW
Quick SprayBoinger°You can get boinged up with two actions rather than the usual full minute.JDW
Come To A StopBoinger°You can stop your Boing® at any time after the first Boing®, although this will take two boings to come to a complete halt.Natural Boing® KillerJDW
Combat HardenedCiti-Def°You gain +2 SOAK.JDW
Level By LevelCiti-Def°Citi-Def know their block, they know every inch and can use these spots for an ambush. They can also use the layout to gain a tactical advantage. When a Citi-Def is in their own block they cannot be ambushed.JDW
Home DefenceCiti-Def°Trained to use their weapons in the confined spaces of their city block, this exploit increases firearm damage by +1d6 if within one range increment.JDW
Like A CommandoCiti-Def°If you can get close to an enemy then you are deadly with a knife. When attacking a firearm-wielding foe with a knife, you do +1d6 damage.JDW
Call In SupportCiti-Def°In your own block you can call in 1d6 Citi-Def allies (page 232) to help. They arrive within one minute.JDW
Knowledge Is KeyCitizen°You might actually know a thing that will save you in a pinch. Running away from an Angel Gang member? Maybe you know a shortcut! Spend one LUC die and ask the GM one yes/no question; the GM will answer truthfully.JDW
Face In The CrowdCitizen°You are one of those citizens who is so nondescript you can hide in plain sight. If there is a tap gang working the pedway they will choose someone else to mug. If there are Judges performing strip searches on random passers-by they will leave you alone to pick on some other unfortunate. In a crowd you are considered to be invisible, unless you choose otherwise.JDW
Burger FlipperCitizen°You gain a menial job for a while. You gain +2 REP.JDW
Job SavvyEmployee°You have job knowledge that is above and beyond the norm for someone like you. Use it well. Your ranks in one skill related to your job increase to 6 (3d6).JDW
Extra ResponsibilitiesEmployee°You got promoted at work and gain +2 REP.JDW
Hard At WorkEmployee°The excitement at having a job means you have learnt to avoid many of the effects of tiredness. It is like you are on intravenous synthi-synthi-caf! In any 24 hour period, the fi rst time you suffer from the Fatigued condition you may ignore its effects.JDW
Up At The Crack Of DawnEmployee°You can survive on just 4 hours’ sleep a night.JDW
Lucky StreakGamer°Roll 3d6 and multiply by 100. You gain that many credits. You may repeat this exploit, gaining 3d6x100 credits each time.JDW
CheatGamer°You know a couple of tricks. In a game of chance, you may reroll any 1s in your dice pool.JDW
ChancerGamer°You may spend 5 minutes once per day to replenish your LUCK pool an additional time.JDW
Loan SharkGamer°You are well known among those involved in the shadier aspects of gambling. Among your acquaintances is a loan shark who can get you 2,000cr if you need it quickly. However he expects to be paid back twice that the following week. Alternatively repay his money and perform a major favour for him…JDW
Where The Action IsGamer°You can find out information on any gambling event in the sector, and even some of the major events beyond, as long as the information is known about on the street. On a Routine [10] CHA check you will find out everything about a specific gambling event: game, location and the individuals involved. This information can be useful in tracking someone down, getting inside information or for anything else the Game Master allows.JDW
WallcrawlerJaeger°You gain a CLIMB speed equal to your regular SPEED.JDW
Daring JumperJaeger°You gain +5’ to your horizontal jump distance.JDW
Get Back UpJaeger°You have had your fair share of falls. You may stand from prone as a free action.JDW
Managed FallJaeger°If you fall, you treat the falling distance as though it were half the actual distance.JDW
Daredevil!Jaeger°You have no fear of heights. In fact, you have no fear. You are immune to the Afraid condition.JDW
Freedom Of The PressJournalist°The press has some freedoms that allow them to investigate wrongdoing to the full. As long as they cooperate fully with Justice Department they might be able to get away with some minor lawbreaking if it allows the perps to be exposed. Spend one LUC die to be let go with a caution if apprehended by a Judge for a crime with a sentence of one year or less.JDW
SourceJournalist°Every Journalist has a source or three. You have one that you really rely on. Create a source NPC by simply naming the source and giving them an occupation. That source will provide you with information as long as you are able to contact them.JDW
Press PassJournalist°Need an “in” to that private party, this is it! Make a REP mental attack versus a bouncer or gatekeeper to gain access to a private event.JDW
Off The RecordJournalist°You can convince somebody to give you some juicy information - totally off the record of course, you would never break that sacred bond. Or would you? Make a CHA mental attack; on a success, your target agrees to speak with you. If you betray their trust, however, they will never trust you again.JDW
Pedal To The MetalKing Of The Road°When you need to get the best out of your mopad, you can push it harder than normal, gaining +1d6 SPEED for one round. After using this exploit a minute must be spent fixing things before this exploit can be used again.JDW
Road WarriorKing Of The Road°When you are in your mopad you fight better. You are the true King of the Road! You gain a +1d6 bonus to attacks when in your mopad.JDW
Stocked And LockedKing Of The Road°You have a cache on your mopad. Once per day you can pull one small item with a value of 100cr or less, such as a weapon, food, synthetic beer, Boing® or some other thing, from your stash. Your GM has to agree that you have the item when you retrieve it. The item cannot be sold.JDW
One Last MileKing Of The Road°Your fuel gauge may show your tank is empty but it is amazing just how far you can get the mopad to go on those last few drops of fuel. You may coax one mile out of a vehicle without fuel, but you must refuel to at least half a tank before you can use this ability again.JDW
Road SavvyKing Of The Road°You know the Big Meg’s roads really well - shortcuts, best routes and places to go to stop for the night away from road gangs, wreckers and even the Law. Once per day you can spend one LUC die to find a safe place within one mile, avoiding whoever you are seeking to hide from for at least 1d6 hours.JDW
Judge BuddyNark°You have a Judge as a friend and you can call them in to bring bad guys to justice. Just do not abuse it, because Judges being continually called in to resolve minor matters might get tiresome for them and lead to your own incarceration for wasting Judge time. Spend a LUC die; the Judge arrives within 5 minutes.JDW
Clandestine ObserverNark°You have mastered the art of observing people without them really seeing you do it. You gain +1d6 to both perception and stealth checks used when operating in plain sight.JDW
Blind EyeNark°Sometimes you have to break the law to help the law catch the bad guys. This is a one-shot get out of jail card per adventure, as long as the crime is not too serious (GM’s discretion). Once it is used, the Judges are likely to decide you are as bad as the perps and arrest you.JDW
What's The Plan?Nark°You need to know the big score so you can nark on it good. Make a CHA mental attack; on a success, the villain you have targeted explains his plan to you.JDW
Always WatchingPeeper°You are always watching; watching and making notes. You have excellent perception and you notice things other people fail to. You gain +1d6 to perception.JDW
Surveillance GearPeeper°You gain a surveillance kit which includes binoculars, trackers, bugs, and other similar devices.JDW
Vantage PointPeeper°You are comfortable perching somewhere high up, and always succeed in your check to access the ambush turn when you do so.JDW
Star ChildPeeper°You know a lot about astronomy, and can navigate without error as long as you can see the sky. You also gain high quality telescope.JDW
I Know What You DidPeeper°Hey, you know that stash of drugs you are hiding in your basement? Well, would you like the Judges to find out? You gain +1d6 to intimidate or interrogate attempts.JDW
BlackmailerPeeper°You gain 1,000cr.JDW
TroublesensePrivate Investigator°You are easily able to spot trouble before it happens. You gain a +1d6 bonus to initiative checks.JDW
Out Of PlacePrivate Investigator°You know the signs of suspicious behaviour. You gain a +1d6 bonus to checks made to spot unusual or criminal activity.JDW
Anti-surveillancePrivate Investigator°You are so familiar with surveillance devices, blind spots and avoidance techniques. By moving half your speed, you can render yourself invisible to electronic monitoring equipment.JDW
Quick With Your FistsPrivate Investigator°You move in dangerous circles and sometimes the best way to deal with tough guys is to be able to hit them harder than they can hit you. You gain a +1d6 bonus to all brawling checks.JDW
Grubby OfficePrivate Investigator°here is little doubt that meeting the expectations of others can help you get what you want. The grubby little office you use for business certainly helps you in this regard. You gain a +1d6 bonus to any checks made in your office.JDW
Ghostly AdvicePsyker°Once per day you may receive advice from “ghosts” (really lingering consciousness artifacts) which gives you a +2d6 die bonus to the next attribute check you make within 1 minute.JDW
PrecogPsyker°Your natural precognition gives you a +1d6 bonus to INITIATIVE checks as well as checks to access the ambush turn.JDW
Fair TradePsyker°You are able to monitor a negotiation or bargaining situation with the agreement of both parties. You immediately sense any falsehood or deception on either part.JDW
Psychic InterrogationPsyker°You can make a special PSI attack vs. a suspect’s MENTAL DEFENCE. Success means that they must answer a yes/no question truthfully. You can repeat this process, taking -1d6 to each subsequent question against the same target.JDW
Speak-with-deadPsyker°You have the ability to interrogate a dead body which has been dead for less than a day. It will truthfully answer three yes/no questions with no PSI check needed.JDW
Sense MotivePsyker°You are able to sense strong emotions within 30’, although you cannot necessarily pinpoint their location.JDW
Mind BarrierPsyker°You have learned psionic techniques that protect your mind from harm. You gain a +5 bonus to MENTAL DEFENCE.JDW
Sense OtherPsyker°You can detect the presence of another psyker if they come within 30’ of you.JDW
UnseenScavenger°You know how to blend in so that nobody pays any attention to you. You gain a +1d6 bonus when attempting to do so.JDW
It's Not All JunkScavenger°You have collected a vast amount of other people’s rubbish over the years and some of it is even useful. If you spend one hour rifling through your stash you have a chance of finding just the thing you need. The item cannot be very valuable (50cr or less) and you need to make a Challenging [13] perception check to find it.JDW
An Eye For The UnusualScavenger°Spending so much time looking through the trash means you have become adept at spotting anything unusual that would otherwise remain hidden. You gain a +1d6 bonus to all perception checks.JDW
Trapeze ArtistScrawler°Scrawlers often try to out do each other by placing their scrawl high up on local landmarks. The ability to climb to the heights is a must. You can perform any normal action without penalties when climbing.JDW
Anti-surveillanceScrawler°You do not remain a scrawler for long unless you can remain undetected. You know all the local blind spots to be able to avoid being caught on camera. By moving at half speed, you can remain undetected by electronic Surveillance.JDW
Art SavantScrawler°You can spray paint really well, you are a natural, and you got Joe Dredd’s chin just right! You have extra kudos in the local scrawler community. You are more likely to get positive reactions in any social situation with juves and juve gang. Gain +2 REP.JDW
Spraygun CombatScrawler°You can use your spray cans in a fight. Use your painting skill to attack with your spray can. It only does 1d6 poison damage, but it causes the Blind condition. Some scrawlers like to perfect a dual-wielding spraygun style.JDW
Big TimeSkysurfer°You have gained fame in the skysurfing circuit. Gain +2 REP and 500cr. You can take this exploit multiple times.JDW
Need For SpeedSkysurfer°By tinkering with your board and constant practice you are able to get more out of it than your average skysurfer. You gain +2 ACCEL on your board.JDW
Superb BalanceSkysurfer°If a foe is able to cause you to dismount or knock you prone when on your board you may spend a LUC die to remain standing.JDW
High ClassSocial Elite°You are at home when in high class social gatherings. In such environments, you gain a +1d6 bonus to all attribute checks. Unfortunately, you are less comfortable – or welcome - in lowerclass environments, and suffer a -1d6 penalty to all social interactions in such situations.JDW
Home ProtectionSocial Elite°The problem with belonging to higher social circles is that the city’s criminal elements are all the more likely to target you. As a result you have had installed in your home a licensed home protection system, with a pair of automatic sentry guns guarding your home. Built in safeguards protect you and all valid visitors, but any burglar or rioter is going to get a big surprise! Two spit guns are fitted to your home, with a 5d6 dice pool to hit any intruders. Taking this exploit again can either add two more guns or increase the dice pool by +1d6 for two pre-existing guns. This exploit can be taken a maximum of four times.JDW
Small InheritanceSocial Elite°A distant aunt has died. It is very sad. Gain 1,000cr. You may repeat this exploit and gain an additional 1,000cr each time.JDW
AthleticSportsperson°Choose four [physical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.JDW
RunnerSportsperson°You gain a +2 SPEED bonus.JDW
FitSportsperson°You gain a +5 HEALTH bonus.JDW
Signing BonusSportsperson°You are signed to a team and gain a 1,000 credit signing bonus. You may repeat this exploit, signing to a new team each time.JDW
CoachSportsperson°Every sportsperson is part of a team. Even in individual sports where this team can include the athlete, their coach, psychotherapist, nutritionist, physiotherapist and whatever other support roles there may be. As a result the sportsperson learns how to get the most effort from any group they are part of. By spending one LUC the athlete can allow every other member of their party to add a +1d6 bonus to their next check.JDW
Criminal ContactsSportsperson°Criminal figures are always on the periphery of professional sports. This can be in the form of crooked gamblers looking to fix an event or individuals who will provide Performing enhancing drugs. The sportsperson’s contacts in this shady world indicates they have a source for illegal items that will not be found out by the Judges. This does not mean the source will have everything the athlete wants, but there is a good chance they will be able to get hold of anything reasonable (no time travelling devices!) if given a few days to do so and if they are paid the going rate. You also gain +2 REP.JDW
Triple-threatStar° You gain the skills singing, dancing, and acting at 1 rank (1d6). This does not increase the rank of an existing skill.JDW
GigsStar° You can make money by playing at bars and doing local performances. You can automatically make an amount equal to a CHA check x 10cr per day by doing this. This exploit cannot be used during downtime.JDW
CaptivatingStar° You have the ability to captivate people with your musical ability. You can use songs or musical instruments to inflict the Charmed condition on a target within 30' by making a CHA or REP mental attack.JDW
LullabyStar° Your music can bring about sleep and lethargy. You can use songs or musical instruments to inflict the Sleeping condition on a target within 30' by making a CHA or REP mental attack.JDW
Your Biggest Fan!Star° All stars have their fans. Some can be quite problematic to deal with and their attentions can be quite trying. One of your fans is quite besotted, though, and is willing to do anything for you. They will even admit to a crime you committed, getting you out of trouble with the Judges! Obviously if they do this you will lose their ability to help you out in future until they are released from the iso-cubes.JDW
Red CarpetStar° While fame has its downsides it certainly has its benefits as well. Whenever you make your presence known in a legitimate business (restaurant, club and so on) you will get special treatment for you and your entourage. This can get you rushed past security screening, for example, or a table right next to the stage in a club when it would otherwise be considered to be full.JDW
Stronger TogetherSurvivalist°You work well with others, and know the value of a group. You gain +1d6 INITIATIVE when within a group of 4 or more allies with 30’ of you.JDW
Survivalist's StashSurvivalist°You gain 1,000cr worth of gear, but no single item worth more than 100cr.JDW
Survival SkillsSurvivalist°You have a really good knowledge of how to survive in the Big Meg, as well as outside it. You gain 1 rank in each of the following skills: survival, tracking, carrying.JDW
Gun NutSurvivalist°You love guns, you love guns a lot. You know that having a weapon in a crisis would be the difference between life and death. You gain four firearms, none of which can be worth more than 100cr. One of them becomes a high quality firearm.JDW
Stuffed PocketsSurvivalist°You can pull something useful from your pockets, something that you or the party might need in a pinch. Spend a LUC die to produce any single item worth 50cr or less.JDW
GossipBlackmailer°You can gather local gossip and information simply by spending an hour in a bar or other watering hole, effectively giving you the local knowledge skill wherever you go as long as you are able to refresh your knowledge at a local bar weekly.JDW
Hard ChoiceBlackmailer°You can blackmail anybody into giving you information with a REP mental attack.JDW
Dirty SecretsBlackmailer°By examining a room/penthouse apartment/mansion you are able to automatically surmise something about any secret(s) being kept there, with an affair or some criminal activity being the most common.JDW
Identify TargetBlackmailer°When watching a vid of something untoward you are able to identify at least one of the guilty parties. You met them at a party, saw them in a vid show or news broadcast, etc.JDW
LocksmithBurglar°You gain an exceptional quality lockpicking kit.JDW
CatburglarBurglar°An expert at climbing, you do not take any die penalties in combat while climbing.JDW
Sixth SenseBurglar°You have a sixth sense when it comes to traps and gain a +2d6 bonus to spot them and a +1d6 bonus to avoid or disarm them.JDW
ClimberBurglar°Your climbing speed becomes equal to your regular SPEED.CatburglarJDW
Grand HeistBurglar°You achieve a great robbery that will be remembered for years to come. Gain a bonus 3d6 x 100cr. You may repeat this exploit, gaining 3d6x100cr each time.JDW
PasskeyBurglar°Most of the more modern blocks have apartments fitted with electronic, rather than mechanical, locks. These represent a real barrier to thieves. Fortunately for you Justice Department has mandated a backdoor entry by insisting their passkeys open any and all of these locks. You have either a stolen passkey or one that has been copied, which will mean these locks are no longer an obstacle to you.JDW
Good FenceBurglar°You know a really good fence, one who provides you with better deals than you can get elsewhere. Increase the amount of credits you get from selling stolen items on the black market by 10%.JDW
ToolkitChop Shop Mechanic°You gain a set of high quality tools.JDW
FixerChop Shop Mechanic°You gain a +1d6 bonus to any attempt to repair something.JDW
Technical Knowledge BaseChop Shop Mechanic°Choose four [technical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.JDW
Engine-tunerChop Shop Mechanic°As a skilled mechanic you are able to improve a vehicle upon which you are working by increasing its SPEED by 1. This does not stack with other chop shop mechanics should others be present.JDW
Robot RepairChop Shop Mechanic°Using basic engineering equipment, you can heal 1d6 points of HEALTH to an adjacent robot as a single action. Any given robot can only benefi t from your repairing in this way once per day.JDW
Exceptional Robot RepairChop Shop Mechanic°Your Robot Repair ability increases to 2d6 points of HEALTH.JDW
Best Route FinderCursed Earth Smuggler°You can find the quickest route for your smuggling run, reducing the chances of meeting rival criminals who may rob you or the forces of law and order. You reduce the time of any journey by 2d6%.JDW
Sweet DealCursed Earth Smuggler°You can buy the best stuff and you know a contact who can get you good deals on anything you want. You pay 3d6% less for equipment.JDW
Hammer DownCursed Earth Smuggler°If necessary you have no issue about ditching your vehicle so are willing to push its engine beyond its limits. You can get an extra burst of +2 SPEED for one turn when you need it whatever road vehicle you are in. Once used, you cannot use this ability again until you spend ten minutes re-tuning the engine.JDW
TransporterCursed Earth Smuggler°You undertook an epic smuggling run. You gain 1,000cr.JDW
SmugglerCursed Earth Smuggler°You know how to hide objects, either about your person or in a location. You gain a +2d6 bonus to attempts to hide items.JDW
Seat Of Your PantsCursed Earth Smuggler°Smugglers rely a lot on old-fashioned luck and bravado. They can recharge their LUCK pool an extra time per day.JDW
UnseenDunk°You know how to meld into a crowd so that nobody pays any attention to you. You gain a +1d6 bonus to any attempt to pickpocket someone when attempting to blend in.JDW
Daily DipDunk°You get a weekly income of 100cr from picking pockets. This does not apply during downtime.JDW
Palm ItemDunk°You can sneakily palm any item in a flash without observers noticing. This can include items such as keys/passcards, identity cards, small valuables, flash drives (or their equivalent). If nobody is specifically looking out for such activity, you automatically succeed. If someone is watching out for such a move opposed checks will be needed as normal.JDW
Switch HitterDunk°You can replace an item with another without others noticing (say a full briefcase or designer bag with a cheap duplicate). Useful when the dunk is targeting someone specific for their loot.JDW
Sale Of The CenturyFence°You worked hard on a great deal, and it netted you 1,000cr. You may repeat this exploit, gaining 1,000cr each time.JDW
HagglerFence°You know how to get a good deal. You reduce the cost of any purchase by 2d6%. This does not stack with any other exploits which reduce purchase costs.JDW
Profit Not LossFence°If you fail any kind of roll that if successful would have given you a good deal you can use this exploit to try again. You can spend a LUC die to reroll any negotiation.JDW
Remote LocationHacker°You are able to make it appear your online activities are being carried out a long way away. Perhaps Canadia or Oz. Or Mongolia. This makes it a lot more difficult for your enemies (well, the Judges) to track you down.JDW
Code MonkeyHacker°Complex code is well in your grasp, you are not just a hacker - you are a master of 1’s and 0’s. You get a +1d6 bonus on any computer use roll or hack.JDW
Robot ManHacker°You can make a LOG attack vs. a robot’s MENTAL DEFENCE (the robot’s usual immunity to mental attacks does not apply here). With a successful attack, you use you portable computer system to hack into the robot and make it obey your instructions for one round.You can only do this once to any given robot.JDW
HustleHeister°Your SPEED increases by 2.JDW
Getaway DriverHeister°Increase the SPEED of any vehicle you are driving by +2.JDW
SafecrackerHeister°You gain +1d6 to pick locks.JDW
Favoured WeaponHeister°Heisters are proficient in violent acts and you are no different. When you are using your favoured weapon inflict +1d6 extra damage. You must note what this weapon is on your character sheet.JDW
It's Just A Flesh WoundHenchman°Henchmen are expected to ignore injury and discomfort when ordered to do something. Within 30’ of their boss, a henchman gains +3 SOAK which stacks with any other SOAK types they may have.JDW
Close MouthedHenchman°When interrogated (by the Judges or, even worse, perps belonging to a rival gang) your steadfastness means you gain +2 to your MENTAL DEFENCE.JDW
Mr AccidentHitman (Blitz Agent)°You can easily conceal that a murder has taken place when carrying out a killing. It will either be put down as an accident or a suicide. You can even leave evidence of a murder but implicate some patsy to take the fall.JDW
Killing BlowHitman (Blitz Agent)°Any attack you make during the ambush turn gains a +2d6 bonus to attack.JDW
AmbushHitman (Blitz Agent)°You gain +2d6 to rolls made to access the ambush turn.JDW
Weak PointHitman (Blitz Agent)°Once per enemy you may ignore any SOAK score he possesses by targeting a weak spot.JDW
SneakHitman (Blitz Agent)°If nobody is actively looking for you, you are able to move silently and unseen at half your normal speed. You are effectively invisible. However, if anybody is actually looking for you, they may make INT checks as normal to spot you.JDW
Danger SenseHitman (Blitz Agent)°You cannot be ambushed. During the ambush turn, enemies cannot target you.JDW
ImpersonateKidnapper°You are easily able to impersonate any job role which you have had opportunity to observe within the past day, even briefly. You gain a +1d6 bonus if you have been able to observe and mimic an example.JDW
Hidden DenKidnapper° You have a place to stash your latest victim, all mod cons, shackles, cages and even a robot guard dog. No location discerning checks or abilities can find you there unless you want them to.JDW
Knock OutKidnapper°When using a club, you automatically cause the Dazed condition with a successful hit.JDW
Back UpMob Boss°If within your own territory you can summon 1d6 henchmen to rapidly back you up. They arrive within 5 minutes.JDW
The Boss' CutMob Boss°Everybody who wants to work in your territory has to give you your cut. Failure to do so can have severe consequences for their ability to walk. Gain 1,000cr. You also gain +2 REP.JDW
Get Him BoysMob Boss°While within 30' of you henchmen and thugs under your command gain +1d6 to their damage rolls.JDW
Justice Department MoleMob Boss°What can be better than having a dirty Judge in your pocket? Spend a LUC die to obtain information you require from Justice Department. This takes one hour.JDW
Back UpMobster°If within your own block you can summon 1d6 juve gang members to back you up. They arrive within 5 minutes.JDW
Anti-surveillanceMobster°You are so familiar with surveillance devices, blind spots, and avoidance techniques that, by moving half your speed, you can render yourself invisible to electronic monitoring equipment.JDW
EarnerMobster°You have proven to other notable perps that you know how to make money. Gain +2 REP.JDW
That SmileMobster°You rely on your charm a lot more than the lower ranks of the gang does. Gain one rank in three [social] skills. JDW
IntimidatingMuscle°Intimidation is your way of life, especially in the criminal underworld. When attempting to intimidate a criminal, you gain a +1d6 bonus.JDW
Leg BreakerMuscle°You do +1d6 damage when brawling.JDW
ImpersonatePongo°You are easily able to impersonate any job role which you have had opportunity to observe within the past day, even briefly. You gain a +1d6 bonus to convince others of your competence by mimicking someone else you have been able to watch filling this role. JDW
Quick ChangePongo°You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you have successfully used before.JDW
BeguilingPongo°You are able to temporarily beguile and captivate a target with your words as a CHA vs. MENTAL DEFENCE check. A successful check Charms the target until they shake off the condition. The target must be able to understand you and have a LOGIC attribute of at least 2.JDW
The Long ConPongo°You are a master of doing cons that take a long time to set up. The longer the con the higher the bonus you get when you roll tasks associated with it. You gain +1d6 for each full day of planning, to a maximum bonus equal to your LUCK dice pool.JDW
Helpful FriendPongo°You have a buddy you can call in for a scam. They play roles like call-centre operators, delivery men and so on. Spend one LUC die to gain a temporary benefit.JDW
Instantly ForgettablePongo°Even some Judges have a hard time remembering just who you are. Are you that perp who maybe had red hair? Make a CHA mental attack; on a success, the target has no idea who you are and cannot give a good description of you to the authorities.JDW
The Filth!Punk°You have developed an uncanny ability to detect Judges. When attempting to spot a nearby Judge or similar authority figure, you gain a +1d6 bonus.JDW
Street ToughPunk°Life on the streets is tough. You gain a natural +2 SOAK.JDW
Bully!Punk°You are a master of intimidation; you get a +1d6 bonus when you intimidate those weaker than you. It does not work on those who are bigger and stronger.JDW
Buddy SystemPunk°Punks work in gangs. For every allied punk within 10' of you, you gain +1 to all DEFENCEs.JDW
False IdentitySpy/Terrorist°You are able to create a false identity, complete with background records, in one day. This identity is good enough that people can look you up on various databases and the details will match.JDW
Off The GridSpy/Terrorist°You know how to disappear without trace, dropping off the grid completely. No location discerning checks or abilities from further than a mile away can find you unless you want them to.Off The GridJDW
Safe HouseSpy/Terrorist°You can use a safe house on any populated planet to grant your off the grid ability to your entire party.JDW
MonologueSpy/Terrorist°Once per day you can make a CHA mental attack against an enemy. If successful, your target explains their plan with a short monologue. JDW
Miraculous EscapeSpy/Terrorist°Once per day you may automatically succeed in one attempt to escape handcuffs or other restraints.JDW
Hidden WeaponSpy/Terrorist°You have a holdout weapon, hidden somewhere on your person at all times. You are always considered to be carrying a knife or pistol.JDW
Quick ChangeSpy/Terrorist°You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you have successfully used before.JDW
Sense The WealthTap Artist°You can automatically tell when somebody has items worth stealing.JDW
PreyTap Artist°Choose a target. That target is now your “prey”; you gain a +1d6 bonus to attempts to track or trail your prey. You may only have one prey at a time, and once you designate one, you cannot designate another for 24 hours.JDW
Ambush!Wrecker°You are skilled at ambushing traffic. For the first 5 rounds after an ambush has been sprung you get a +1d6 bonus to all checks.JDW
Best Laid PlansWrecker°You gain +2 SPEED when being pursued.JDW
Lawmaster KickAdvanced Driving School°You can knock down a fl eeing perp using a well timed kick as you sweep past on your Lawmaster. From a moving Lawmaster (or any other motorcycle), make an unarmed melee attack against an adjacent target using your riding skill rather than an unarmed combat skill. On a successful attack, the perp takes your unarmed damage and is knocked prone.JDW
Cling NetAdvanced Driving School°Used mostly by Judges on flying bikes, the cling net can entrap a perp when thrown over them. Like a Lawmaster Kick it is useful if the Judge has no time to stop. Make a ranged attack; on a success the target is Restrained.JDW
Agile TurnAdvanced Driving School°The turning circle on your Lawmaster is reduced by 1 square (to a minimum of 1 square.JDW
Emergency StopAdvanced Driving School°As an action, you can stop your Lawmaster bike safely and almost instantaneously.JDW
Painful StrikeApplied Violence°Instead of causing damage with a melee attack, you can inflict the Pain condition instead.JDW
PacificationApplied Violence°It is not Judge brutality; it is efficient pacification measures. You do +1d6 damage when using a baton or club.JDW
Take It On The ChinApplied Violence°You have learned how to take a blow. You gain +2 SOAK to melee attacks. This stacks with any other SOAK.JDW
Quick RepairBasic Mechanics°Using your toolkit you can spend two actions to quickly repair a vehicle, robot or other mechanical object. You restore 2d6 HEALTH to the object in question.JDW
Performance TweakBasic Mechanics°You can increase the SPEED of a vehicle by 2 by spending one minute tweaking its engine and throttle. The increase lasts for one hour, after which the vehicle operates at half SPEED until an hour is spent restoring it.JDW
Psych 101Basic Psionics°You gain 1 rank in insight, psychology, and any two [social] skills. This also gives you the ability to use clairsentience or telepathy as a DEFENCE skill, able to see attacks before they happen.JDW
Sense EmotionBasic Psionics°You can automatically sense strong emotions in those you can see.JDW
Voice Of The LawCitizen Manipulation°You know how to speak with an authoritative voice which citizens and perps alike respond to. By making a CHA mental attack, you can make a target who can hear you perform one action. That action cannot be directly harmful to the target or another individual. You might order a perp to freeze or to drop his weapons, or you might order a civilian to move aside. If you fail in the attempt your target cannot be affected by you using this ability in future.JDW
IntimidateCitizen Manipulation°You know exactly how to install fear into others. With a successful CHA mental attack you a target within 30’ one suffers the Afraid condition. If you fail in the attempt, your target cannot be affected by you using this ability in future.JDW
Crowd ControlCitizen Manipulation°Your Voice of Law or Intimidate attacks can now affect all targets within 30’ of you.Voice Of The Law or IntimidateJDW
Perfect AimCombat Range°The bonus you gain for the Aim exploit increases to +2d6.JDW
Good PositionCombat Range°Enemies do not get ranged attack bonuses against you when they have you in a crossfire.JDW
On Your Feet!Trauma First Aid°You can heal an adjacent creature 1d6 HEALTH with two actions. No creature can benefit from this healing more than once per day.JDW
Emergency Trauma ProceduresTrauma First Aid°You can automatically stabilise a creature reduced to less than zero HEALTH with two actions, ending its death countdown pool. No creature can benefit from this healing more than once per day.JDW
Obey The LawRookie°You have learnt the art of enforcing the citizens (and many perps) into completing any commands you give to them. You gain three ranks (2d6) in intimidate; this does not increase your intimidate skill to more than three ranks.JDW
Ride Your LuckRookie°Once per day you can recharge your LUC pool by spending five minutes resting.JDW
Only Knocked OutRookie°One time only, when you would normally have been killed, you are simply knocked out. You wake the next day with 1 HEALTH. Once you have used this ability, it is permanently gone.JDW
Dodge ThisRookie°You are nimble; you gain +2 to your RANGED DEFENCE score.JDW
DistinctionRookie°You passed your rookie assignment with distinction. You gain +2 REP.JDW
HardenedRookie°Your time as a cadet toughened you physically and emotionally. You gain +2 to both MENTAL and VITAL DEFENCE.JDW
Weak PointMed Judge°You know just where to shoot to cause pain and massive bleeding. Instead of doing damage, you can choose to have a successful hit inflict the Bleeding condition on the target.JDW
Medical SavantMed Judge°You can automatically alleviate a temporary condition, removing it, on an adjacent creature. A creature can only benefit form this once per day.JDW
Drug BagMed Judge°You have one dose each of each medicinal drug listed in the Equipment section. Once used, a drug is gone. You can replenish the bag fully by taking this exploit again.JDW
Exceptional Healing HandsMed Judge°Using basic medical equipment, you can heal 2d6 points of HEALTH to an adjacent creature as a single action. Any given creature can only benefit from your healing in this way once per day.JDW
DiagnosisMed Judge°You gain a +1d6 bonus to all scans made with a medical scanner, and a +1d6 bonus to identify and treat diseases. Make a Difficult [16] LOG check. If you succeed, you discovered a new disease or illness which is named after you; you also gain 1 bonus REP attribute point.JDW
MercifulMed Judge°You are proficient at using your Lawgiver’s electrical stun-charge setting, and double the range increment when doing so.JDW
Emergency ProceduresMed Judge°You can expend LUC dice (choose how many) to restore HEALTH equal to a roll of those LUC dice in an adjacent creature. This is not limited by the usual restriction that a creature can only Benefit from a given source of healing once per day.JDW
Precog ShotPsi-Judge°If you fi re at a perp before they get to act, you get +1d6 to the attack roll.JDW
Psychic BatteryPsi-Judge°You have vast reserves of psychic power. Roll 3d6. You gain that many additional Power Points.JDW
Mental ConditioningPsi-Judge°You have tougher mental defences than most. You gain +4 MENTAL DEFENCE.JDW
Precog DefencePsi-Judge°You instinctively sense attacks before they happen. You gain +2 to both MELEE and RANGED DEFENCE.JDW
Psionic PowerPsi-Judge°You gain one psionic power for which you qualify.JDW
The LawStreet Judge°You are the LAW and perps know this. Your intimidate skill increases to 6 ranks.JDW
Judge BackupStreet Judge°You can call for backup when within your city. Within 3d6 minutes, 1d6 Street Judges will arrive to help out.JDW
Freeze!Street Judge°You can compel a target to “freeze!” with a CHA mental attack (your intimidation skill can be used to support this). If successful, the target stops in his tracks and is Dazed. The target must be able to understand you and have an INT attribute of 2 or more. You can only do this to a given target once.JDW
Lawmaster SavantStreet Judge°Your riding skill increases to 6 ranks. JDW
Fist Of A JudgeStreet Judge°You are trained in close quarters combat. Your unarmed damage increases by +1d6.JDW
BouncerStreet Judge°You are used to dealing with drunkards. You gain a +1d6 bonus to all checks versus an intoxicated Creature.JDW
TroublesenseStreet Judge°You are easily able to spot trouble before it happens. You gain a +1d6 bonus to INITIATIVE checks.JDW
No Collateral DamageStreet Judge°Holding a human shield is pointless when you are around. You will fire anyway. You suffer no penalties when firing into melee.JDW
Collateral DamageStreet Judge°Sometimes it is worth the price. When firing into melee, you can choose to hit an ally (or human shield) as well as the intended target. Perhaps you shoot straight through your ally’s shoulder. You do normal damage to your ally but double damage to the perp.No Collateral DamageJDW
Get On With ItStreet Judge°Your fellow Judges do not have much patience for whining about minor injuries. Once per day you can pause for two actions and recover 2d6 HEALTH.JDW
Lawgiver AdeptStreet Judge°You can use your free action to change your Lawgiver’s ammunition type.JDW
Technical Knowledge BaseTek Judge°Choose four [technical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.JDW
DiagnosticsTek Judge°You can automatically tell what’s wrong with a machine very quickly. This works on any machine, computer, electronic device, robot or vehicle.JDW
ExplosivesTek Judge°You can create explosives from common items and surroundings. The explosive takes 30 minutes to make and causes 3d6 heat damage to all within 5’. The explosive can be stored, but only for up to two hours.JDW
Improvised RepairTek Judge°You can temporarily repair and jury-rig a broken item of size Medium or smaller by spending five minutes with it. The item will operate for a number of minutes equal to your LOG check. If you spend one hour with it, it will operate for a number of hours equal to your LOG check. If you spend one day with it, it will operate for a number of days equal to your LOG check.JDW
Performance UpgradeTek Judge°You can improve a piece of your own kit, and others, but this causes stress to the device. It takes you one minute to perform the upgrade, which makes the device one quality category higher, but after an hour the device will break.JDW
SaboteurTek Judge°You are able to disable any mechanical or electronic device to which you have access. This exploit does not open a locked door (disabling the lock just means it remains stuck in whatever configuration it is currently in). This takes you five minutes.JDW
Robot RepairTek Judge°Using basic engineering equipment, you can heal 1d6 points of HEALTH to an adjacent robot as a single action. Any given robot can only Benefit from your repair in this way once per day.JDW
Exceptional Robot RepairTek Judge°Your Robot Repair ability increases to 2d6 points of HEALTH.Robot RepairJDW
Boom-boomTek Judge°When using a Lawgiver’s hi-explosive ammunition type, the burst radius increases from 1 to 2.JDW
Weak PointTek Judge°You can spot the weak point in a Robot, and can consequently ignore its SOAK by expending a LUC die.JDW
Need For SpeedAir Patrol°You can push your H-Wagon to the limit, adding +2 to its SPEED.JDW
Turret GunnerAir Patrol°You gain +1d6 to your checks when using the main weaponry of an H-Wagon.JDW
Evasive FlyingAir Patrol°When you are fl ying an h-wagon it gains +4 DEFENCE.JDW
RunnerBlock Judge°Block Judges do not have Lawmasters; this means they have to run a lot more. You gain a +2 SPEED bonus.JDW
My BlockBlock Judge°You know this block really well, all the hidden places and can use shortcuts to get the drop on perps. Designate your block. You can spend a LUC die at any time to recall a short-cut.JDW
Oh She Lives ThereBlock Judge°You know who lives where in your block, so if you need to find a citizen you can use this to track them down quickly.JDW
All For OneBlock Judge°When working together with other Block Judges as a squad in an encounter all Judges with this exploit are able to share their LUC pools.JDW
Weapons ArmouryBlock Judge°You have a secure weapons cache, useful if there is a block war, invasion or other major incident. The cache includes a complete set of spare weapons for every Judge assigned to the block, plus a full set of spare ammunition. If this exploit is taken a second time the cache also includes secondary weapons for every Block Judge, either a scatter gun or Lawrod for them all, plus ammunition.JDW
Take A BulletBodyguard°You can take a bullet (or any other attack for your charge). If you are within 10’ of an ally who has been hit by an attack, you may, as a reaction, move adjacent to your ally and take the damage for him.JDW
Scanning The CrowdBodyguard°You are very hard to ambush. Those attempting to ambush you suffer a -2d6 penalty to their checks.JDW
DurableBodyguard°You are tough, trained to take damage. You gain +2 natural SOAK.JDW
ScrapperBodyguard°You can fight with improvised weapons, hand-to-hand, and daysticks with great skill. You gain +1d6 to attacks with any of these.JDW
OutnumberedBodyguard°When you are outnumbered, you get better. The more the odds are against you, the greater you are able to use the enemies’ numbers against them. For every multiple of your party, you gain +1d6 to attribute checks. For example, if your party consists of four PCs, you gain +1d6 to attribute checks when faced by eight foes, and +2d6 when faced by twelve, to a maximum of +3d6..JDW
CluesCrime Scene Processor°If there are clues to be found at a crime scene, you locate them within 5 minutes.JDW
Identify SubstanceCrime Scene Processor°You can identify by sight any mineral or metal based substance automatically.JDW
InspirationCrime Scene Processor°Once per day you can ask the Game Master a question about the case you are working on; it must be a question which can be answered yes/no, and the Game Master will answer truthfully.JDW
Radiation ResistanceCursed Earth Circuit Judge°You gain +5 SOAK (radiation).JDW
Cursed Earth HazardsCursed Earth Circuit Judge°You gain a +2d6 bonus to spot hazards and traps.JDW
Hostile TerrainCursed Earth Circuit Judge°You do not suffer movement penalties for moving across difficult terrain.JDW
Last Stand WeaponCursed Earth Circuit Judge°You have access to a powerful weapon, such as the Widowmaker 2000. You gain one weapon worth up to 5,000cr.JDW
Monster HunterCursed Earth Circuit Judge°You specialise in taking down the most dangerous creatures that inhabit the Cursed Earth. When you are fighting a mutant or a creature of size large or larger, you can spend a LUC die to do double damage to it.JDW
Play The SystemDesk Judge°You know how to deal with the bureaucracy of requisitions. You have double your normal requisition cap.JDW
Systems FamilairityDesk Judge°Whenever data needs to be analysed the Judge knows the best way to go about it using MAC. Gains a bonus dice whenever using MAC for any activity requiring a roll to be made.JDW
It's Who You KnowDesk Judge°You can always get an audience with a superior ranking Judge if there is cause to do so. This can be as simple as getting a message through to a watch commander about a case to secretly informing the SJS of suspect behaviour in a fellow Judge. This cannot be used frivolously or maliciously, if this happens the exploit cannot be used for a lengthy period of time afterwards. How long this period lasts is up to the Game Master’s discretion, but it certainly will not be available the next time the player tries to use it.JDW
Out Out Damn Spot!Exorcist°You can force supernatural entities out of their possessed victims more successfully than other Psi Judges . Make a CHA mental attack (you can use your paranormal skill). On a success the possessing entity is forced out of the victim. This takes two actions.JDW
I've SEEN ThingsExorcist° In any 24 hour period, the first time you suffer from the Afraid condition you may ignore its effects.JDW
Eldritch EyesExorcist°Your eyes are attuned to the spirit world; you see it over the top of the mundane. You gain the ability to spot phantoms, astral projections and other psychic phenomena whenever they are within your normal field of vision.JDW
GhostbusterExorcist°Your psychic power can be used to trap spirits for a short time. By making a CHA mental attack you can render a spirit Restrained.JDW
Sense EvilExorcist°You can automatically sense the presence of malevolent, supernatural entities within 5’ per point of INT. You do not learn the exact location of the entity, only that it is present, and can detect it even through walls and other physical obstacles.JDW
One Last Turn Of The ScrewHolocaust Judge°When receiving enough damage to be knocked unconscious the Judge gets to make one last, heroic action. This can include shooting at an opponent, using a piece of equipment, trying to turn off the source of the radiation or sealing the bulkhead door to prevent a Fire from spreading, for example.JDW
Desperate TimesHolocaust Judge°If death appears almost certain and the Judge has already used his LUC dice he may use all his LUC dice once again in one last desperate attempt to save the day. If they are successful in whatever action they use these special LUC dice for they suffer a permanent loss of 1 LUC from now on.JDW
Elite TeamHolocaust Judge°You can use LUC to help another player try and complete a task, but every LUC is worth two dice, not one. Can only be used once per day.JDW
ConfessionalInterrogator°Your insight into the minds of others enables you to draw confessions from them. Make a CHA mental attack; on a success, your subject will blurt out a truth. This only works once on a given target.JDW
InterrogationInterrogator°When interrogating a subject, time intervals are dropped by one category.JDW
Recognise LieInterrogator°You are an expert at spotting lies. If your subject does not have the bluffing skill, you automatically spot untruths.JDW
Enhanced InterrogationInterrogator°You can use dubious methods to extract information from a subject. Choose a number of dice and roll them; you gain that number as a bonus to your attribute checks to interrogate, but you also cause that amount of damage to your subject.JDW
Scientific Knowledge BaseLab Rat°Choose four [scientifi c] skills. You gain those four skills at 1 rank (1d6). This does not increase the rank of an existing skill.JDW
ModifyLab Rat°You are able to modify the output of any energy weapon or device to any other energy type of your choice. This takes one minute. The device operates for five minutes, but breaks permanently when this time is up.JDW
Analytical EyeLab Rat°You are able to identify the resistances, immunities and vulnerabilities of any creature you can see with a Difficult [16] LOG check; if you use a hand-scanner, it is only a Challenging [13] LOG check. This requires two full actions of observation.JDW
Half The TimeMaintenance°You can always halve the time it takes to do any kind of repair.JDW
Fault TesterMaintenance°When a machine does not work you know automatically what the problem is.JDW
Quick RepairMaintenance°You can repair any machine in five minutes, restoring half its total HEALTH score.JDW
Constant MaintenanceMaintenance°Choose one item. That item is under constant maintenance from you. It counts as one quality level higher than it actually is. You can change the item for another at any time (this takes an hour), but only one item at a time can qualify.JDW
Quick StartManta Patrol°If your tank is within one move increment of you, you can move to it, start the engine, and move away at the vehicle’s SPEED all with just two actions (one turn).JDW
Hot PursuitManta Patrol°You can push a tank to extreme speeds, increasing its SPEED by 2.JDW
Evasive DrivingManta Patrol°When you are driving a tank, it gains +4 DEFENCE.JDW
Damage ControlManta Patrol°You are trained to put out onboard fires and mitigate damage. You can spend an action to repair your tank by 2d6 HEALTH.JDW
Camera HoundPublic Surveillance Unit (PSU)°You always have some kind of concealed surveillance equipment running. Anything you witness can be played back at will, and is stored on a remote server.JDW
Network SearchPublic Surveillance Unit (PSU)°You can use a networked computer to answer any question to which the information would be known. This takes one minute, and can be performed once per day.JDW
Traffic CamsPublic Surveillance Unit (PSU)°You access the city’s traffic and surveillance cams, run facial recognition software, and attempt to locate a target. Make an INT (surveillance) vs. AGI (stealth) check to locate your prey.JDW
Surveillance RecordsPublic Surveillance Unit (PSU)°You access historical surveillance data. Choose a public location in the city; you can see into the past up to one week. If you take this exploit again, you can go back one month.JDW
ObservantPublic Surveillance Unit (PSU)°You spot things really well, picking out the tiniest clue. You gain +1d6 to perception checks.JDW
Gas AttackRiot Squad°You can withstand gas for a longer time without a respirator. You ignore the effects of toxic gases for one round per point of END.JDW
SMACKDOWN!Riot Squad°You make a daystick sing in your hand, and can knockout perps with ease while using it. On a successful attack you can, instead of causing damage, choose to cause the Dazed condition instead.JDW
ShieldbrotherRiot Squad°When adjacent to another character in a riot shield wall, you get +2 DEFENCE. If adjacent to two or more in the riot wall, you get +4 DEFENCE.JDW
Good ArmRiot Squad°You could play aeroball; you can throw further than most Judges or people. The distance you can throw a grenade or other object is increased by 50%.JDW
RookieSenior Judge°You are accompanied by a Rookie Judge, who you are mentoring and evaluating. The Rookie will obey your orders. Create a Grade 4 Rookie.JDW
Mean StreetsSenior Judge°You have survived longer than most Judges do, so you have a much better knowledge of Mega-City One. You can recall the details of any citizen, corporation or location with a LOG check using the table below.JDW
One Heck Of A ShotSenior Judge°When using your lawgiver you do +1d6 damage.JDW
Lawmaster StuntSenior Judge°You and the bike are one. You can jump twice the distance on your Lawmaster, or perform other stunts while on the Lawmaster as though you were in a Stunt Area, even when you are not.JDW
Commanding VoiceSenior Judge°You have a really commanding voice, one which rookies fear and awe. Your intimidate skill increases to 10 ranks.JDW
Battle ScarsSenior Judge°You have received so many battle scars that you sometimes do not notice injury. You gain a SOAK bonus of +2 which stacks with any other SOAK you have.JDW
Platoon LeaderSenior Judge°You grant your entire party a +1d6 INITIATIVE bonus as long as they are within 30’ of you.JDW
I Am The Law!Senior Judge°You can strike the fear of the the law into crowds. Make a mental REP attack against each target within 30’. On a success, the target is Dazed.The LawJDW
360 No ScopeSharpshooter°Any rifle you use is considered to have a scope, even when it does not, adding 50% to the weapon’s range increment. If it has a scope, then it is considered to have an advanced scope instead, adding 100% to the weapon’s range increment. If it has an advanced scope, you suffer no penalties at all for range increments (although you can still only fire out to five increments).JDW
Target LockSharpshooter°Once you spot a target, you can track them, even if they go out of sight for a while. You spend an action to Aim (using the Aim exploit); from now on, until you aim at another target or leave your position, you are considered to be permanently aiming at that target, gaining the +1d6 Aim bonus without having to spend any actions.JDW
Vantage PointSharpshooter°You gain an additional +1d6 to attack with a ranged weapon if you are at least 30’ higher than your target. This stacks with the regular +1d6 bonus for high ground.JDW
Zero-G BornSpace Corps°You treat zero-g as a natural movement mode, moving at your full SPEED.JDW
AcclimatisedSpace Corps°Missions into hostile environments make you used to changes in gravity. Your move speed in high and low gravity (but not zero-g) is equal to your regular SPEED.JDW
Bridge OfficerSpace Corps°If you are commanding a starship, all bridge officers gain a +1d6 bonus to starship operations from your presence.JDW
IntimidatingSpecial Judicial Squad°Intimidation is your way of life, especially when dealing with corrupt Judges. When attempting to intimidate a Judge, you gain a +1d6 bonus.JDW
ResourcesSpecial Judicial Squad°Rogue Judges are a top priority and therefore the SJS have access to pretty much every bit of equipment and all pertinent records. You can requisition double the amount of gear that other Judges can.JDW
ImplacableSpecial Judicial Squad°SJS Judges have to be tough to deal with their targets and are even less likely to balk at obstacles than other Judges in their investigations. You gain +4 MENTAL DEFENCE.JDW
Local Crime DateSpecial Judicial Squad°Among other duties the SJS prepares the briefing tapes for every sector on local and city wide events. An SJS Judge who produces these will have superior knowledge of all local crime at a sector level. You gain local knowledge at 6 ranks.JDW
Knowing SmileSpecial Judicial Squad°You know they are lying, and you can force them to tell you one thing they have been keeping secret from you. Make a REP mental attack, and if successful your target reveals a secret.JDW
Sniff Out CorruptionSpecial Judicial Squad°Detecting crime is one thing; corruption in those who enforce the law has its own smell, though. Make an INT mental attack; if successful, and the target is a corrupt official, auxiliary or Judge, you know it. You do not know the details, but you know for sure that they are guilty of something.JDW
Tactical ExpertiseSupervisor°You gain +1d6 to initiative checks and checks to ambush.JDW
Advanced TacticsSupervisor°You grant your Tactical Expertise bonus to all allies with 30' of you.Tactical ExpertiseJDW
Listen Up!Supervisor°You can bolster the morale of those under your command that hear you give a motivational speech. All allies within 30’ heal +1d6 HEALTH. No creature can benefit from this ability more than once per day.JDW
Still Got ItSupervisor°Once per day when you fail an interrogation or intimidate check you can spend a LUC die and choose to succeed instead.JDW
Confusing SmileWally Squad°You can use your smile to help you make others uncertain of your intentions. You can make a CHA mental attack against a target within 10’; if successful, the target suffers the Confused condition.JDW
GossipWally Squad°ou can gather local gossip and information simply by spending an hour in a bar or other watering hole, effectively giving you the local knowledge skill (ranks equal to your CHA score) wherever you go as long as you are able to refresh your knowledge at a local bar weekly.JDW
ImpersonateWally Squad°You are easily able to impersonate any job role which you have had opportunity to observe within the past day, even briefly. You gain a +1d6 bonus to fool anybody observing you that you are performing the job competently.JDW
Off The GridWally Squad°You know how to disappear without trace, dropping off the grid completely. No location discerning checks or abilities from a mile or more away can find you unless you want them to.JDW
Quick ChangeWally Squad°You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you have successfully used before.JDW
What A WallyWally Squad°You are an excellent example of why other Judges would rather gnaw off their own leg than spend time with you. You exemplify the Wally Squad; you are so deep undercover that you gain a bonus skill outside of your normal skill set. This skill is chosen from the cover you are trying to emulate, and has a number of ranks equal to your CHA score. If your cover changes, your skill is re-chosen.JDW
Semi-corporealHalf-ghostHalf Ghosts take half damage from physical attacks (but not anti-plasm attacks). They cannot pass through solid objects, but find it difficult to manipulate solid objects, suffering a -1d6 penalty to all checks which involve doing so.SOM
No BiologyHalf-ghostAs a spirit, a Half Ghost is immune to all biological functions, including eating, breathing, and sleeping. This also makes it immune to all poisons.SOM
ManifestHalf-ghostA Half Ghost can “manifest”, displaying a terrifying visage to its unlucky target. This is a CHA mental attack against a target within 30'. If successful, the target becomes Afraid.SOM
DarksightHalf-ghostHalf Ghosts can see in the dark as though it were normal daylight. SOM
They Always Try That!DemonologistYou can spend a LUC die to automatically avoid a demonic attack.DD
They Hate ThisDemonologistYou know how to hurt demons. Whenever you do damage to a demon, your damage dice explode.DD
Ancient LoreDemonologistYou know all about demons, their weaknesses, and their strengths. You automatically recognize a demon’s type.DD
LinguistDemonologistYou can speak and understand any language, although it might sometimes take you a moment to figure it out.DD
Bound By VoiceDemonologistYou know how to control demons, and they know you for who you are. You can make a REP mental attack to inflict the Afraid condition on a demon within 30'.DD
Committed To The StruggleExorcistYou do not know how to fail—your faith is too strong to allow it. When generating a Countdown pool, for any reason, you may add one additional dice to it. This ability can be used once per session.DD
Resistance To The DarknessExorcistYour exposure to demonic forces provides you with a measure of protection against them. You gain +2 SOAK to damage from all demonic attacks; this stacks with any other SOAK you have.DD
Outside The LawExorcistYour profession has been maligned for many years. You gain +2 REP.DD
They Always Try That!DemonologistYou can spend a LUC die to automatically avoid a demonic attack.SOM
They Hate ThisDemonologistYou know how to hurt demons. Whenever you do damage to a demon, your damage dice explode.SOM
Ancient LoreDemonologistYou know all about demons, their weaknesses, and their strengths. You automatically recognize a demon’s type.SOM
LinguistDemonologistYou can speak and understand any language, although it might sometimes take you a moment to figure it out.SOM
Bound By VoiceDemonologistYou know how to control demons, and they know you for who you are. You can make a REP mental attack to inflict the Afraid condition on a demon within 30'.SOM
Committed To The StruggleExorcistYou do not know how to fail—your faith is too strong to allow it. When generating a Countdown pool, for any reason, you may add one additional dice to it. This ability can be used once per session.SOM
Resistance To The DarknessExorcistYour exposure to demonic forces provides you with a measure of protection against them. You gain +2 SOAK to damage from all demonic attacks; this stacks with any other SOAK you have.SOM
Outside The LawExorcistYour profession has been maligned for many years. You gain +2 REP.DD
ExperiencedGuardianYour knowledge and expertise borders on the prophetic. Your entire party gains a +1d6 INITIATIVE bonus if they are within 30 feet of you when they make their check.DD
HeirloomGuardianYou have an old item acquired during your travels. Choose one item that you own; this item becomes an artisanal item.DD
Language LoreGuardianYou gain the scholastic ability to speak or read any unknown language with a Difficult [16] LOG check.DD
LearnedGuardianYou have a broad knowledge base. You gain 1 rank in each of the following skills: religion, history, any [magic] skill and any [academic] skill.DD
MentorGuardianOnce per day you can spend five minutes with an ally and replenish their LUC dice pool.DD
This Old TrickGuardianYou know some old tricks which youngsters may not be aware of. You gain a bonus LUC die.DD
Arcane Knowledge BaseSorcererChoose four [sorcery] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill.DD
AttunedSorcererYou are able to detect sorcery easily. You do not need to make any kind of attribute check to detect magic within 30’, and are aware of its existence automatically.DD
Dispel MagicSorcererYou are able to dispel magic within 30' as a single action by making a MAG vs. MAG check against the effect you are trying to dispel.DD
FamiliarSorcererYou gain a familiar, which is a tiny-sized creature (cat, bat, owl, mouse, rat, etc.) You can speak to your familiar, which is able to report back things it has seen or heard.DD
Stake To The HeartVampire SlayerWhen using a wooden stake, a Vampire Slayer does double damage to a vampire.DD
The Stench Of DeathVampire SlayerVampire Slayers can sense the presence of vampires, automatically recognizing one, and sensing the presence of any within 5' per point of INT.DD
Death StrikeVampire SlayerWhen a Vampire Slayer reduces a vampire to zero HEALTH, the creature is immediately and permanently destroyed.DD
Don't Bite Me!Vampire SlayerA Vampire Slayer’s blood is poisonous to a vampire. A vampire who bites a Vampire Slayer takes 3d6 damage.DD