Exploit Title | Source | Descriptive Text | Prerequisites | Source |
Academy Professor | Academy† | 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 Tutor | NEW |
Academy Tutor | Academy† | 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 Training | NEW |
Basic Training | Academy† | 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] Skill | NEW |
Branch Specialization | Academy† | 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 Training | NEW |
Command School | Academy† | 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 |
Mechanoid | Android† | 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 |
Ageless | Android† | Androids do not age, do not have an age category, or access to age-based exploits. | | NEW |
Modification | Android† | Choose two modification exploits. Androids can take the Android-only Systems Upgrade universal exploit at any time to gain additional modifications. | | NEW |
Mindless | Android† | Androids are immune to any attacks which target MENTAL DEFENSE. | | NEW |
Ambush | Assassin† | You gain +2d6 to rolls made to access the ambush turn. | | NEW |
Killing Blow | Assassin† | Any attack you make during the ambush turn gains a +2d6 bonus to attack. | | NEW |
Sneak | Assassin† | 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 Point | Assassin† | Once per enemy you may ignore any SOAK score he possesses by targeting a weak spot. | | NEW |
Athletic | Athlete† | Choose four [physical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. | | NEW |
Fit | Athlete† | You gain a +5 HEALTH bonus. | | NEW |
Runner | Athlete† | You gain a +2 SPEED bonus. | | NEW |
Signing Bonus | Athlete† | 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 |
Automaton | Android† | Androids do not need to eat, sleep, or breathe, and weigh 150% normal. | | NEW |
Deterministic | Android† | An Android's PSI or LUCK attributes can never rise above zero, and an android can never form a LUCK pool. | | NEW |
Electronic Vulnerability | Android† | As mechanoids, Androids are vulnerable (1d6) to electricity damage, vulnerable (2d6) to ion damage. | | NEW |
Bouncer | Bartender† | You are used to dealing with drunkards. You gain a +1d6 bonus to all checks vs. an intoxicated creature. | | NEW |
Fake Id | Bartender† | Years of checking for fake ID mean that you can spot the telltale signs. You gain a +1d6 bonus to detect forgeries. | | NEW |
Gossip | Bartender† | 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 Blast | Battlepsyche† | 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-blast | Battlepsyche† | 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 Cone | Battlepsyche† | 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 Shield | Battlepsyche† | You gain +4 DEFENSE from a permanent telekinetic shield. | | NEW |
Adrenalize | Biopsychic† | 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 Healing | Biopsychic† | 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 Resuscitation | Biopsychic† | 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 |
Darksight | Borian† | Borians can see in the dark to a distance of 10' per point of INT. | | NEW |
Iron Constitution | Borian† | Borians are not affected by non-magical poisons, with the exception of alcohol. | | NEW |
Long-lived | Borian† | When creating a Venetian character, multiply their career lengths by 3. | | NEW |
Personable | Borian† | 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 |
Small | Borian† | 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 |
Tinkerers | Borian† | 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 |
Artisan | Borian Apprentice† | Choose a [crafting] skill. You gain 3 ranks in that skill. | | NEW |
Datamining | Bounty 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 |
Prey | Bounty Hunter† | You may choose a target species. You gain a +1d6 bonus to attempts to track targets of that species. | | NEW |
Catburglar | Burglar† | An expert at climbing, you do not take any die penalties in combat while climbing. | | NEW |
Climber | Burglar† | Your climbing speed becomes equal to your regular SPEED. | Catburglar | NEW |
Grand Heist | Burglar† | 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 |
Locksmith | Burglar† | 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 Sense | Burglar† | 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 |
Bachelor | College 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 |
Doctorate | College 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. | Masters | NEW |
Masters | College 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. | Bachelor | NEW |
Beguiling | Con 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 |
Grifter | Con 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 |
Impersonate | Con 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 Change | Con 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 |
Builder | Craftsman† | 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 |
Fixer | Craftsman† | You gain a +1d6 bonus to any attempt to repair something. | | NEW |
Handyman | Craftsman† | Choose four [crafting] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. | | NEW |
Toolkit | Craftsman† | You gain a set of high quality tools. | | NEW |
Tradesman | Craftsman† | You can make 3d6 x 10 Cr per week by plying your trade. This exploit cannot be used during downtime. | | NEW |
Clues | Detective† | If there are any clues to find at a crime scene, you automatically find them within 5 minutes. | | NEW |
Criminal Record | Detective† | You can freely access police databanks and automatically discover any information held on file about a suspect. | | NEW |
Hull Number | Detective† | You can request a starship hull number lookup, and automatically determine the registered owner and port of registration of a starship. | | NEW |
Diplomatic Immunity | Diplomat† | You gain diplomatic immunity to very low-level and petty crimes on any planet which contains an embassy. | | NEW |
Diplomatic Pouch | Diplomat† | You have a diplomatic pouch in which any small sized item can be carried through customs without inspection. | | NEW |
Diplomatic | Diplomat† | Choose four [social] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. | | NEW |
Embassy | Diplomat† | 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 |
Unseen | Drifter† | 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 Repair | Engineer† | 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-master | Engineer† | 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-tuner | NEW |
Engine-tuner | Engineer† | 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 Repair | Engineer† | Your Android Repair ability increases to 2d6 points of HEALTH. | Android Repair | NEW |
Explosives | Engineer† | 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-rig | Engineer† | 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 |
Saboteur | Engineer† | 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 Base | Engineer† | Choose four [technical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. | | NEW |
Upgrade | Engineer† | 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 |
Ordinary | Everyman† | 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 |
Programming | Experiment† | Choose two universal exploits. You gain these exploits even if you do not qualify for them. | | NEW |
Dreamer | Farmhand† | You may replenish your LUCK pool once per day by spending five minutes daydreaming about wonderful possibilities. | | NEW |
Agile | Felan† | 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 |
Claws | Felan† | Accurately slashing with their sharp claws, a Felan's unarmed damage is 2d6 slashing damage. | | NEW |
Jumper | Felan† | Felans are adept at jumping, adding 5' to both horizontal and vertical jump distances. | | NEW |
Land On Your Feet | Felan† | When falling, a Felan reduces the effective distance by 10'. | | NEW |
Scavenge | Felan 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 |
Fast | Felan† | Felans are fast and nimble, adding +2 to their SPEED. | | NEW |
Chancer | Gambler† | You may spend 5 minutes once per day to replenish your LUCK pool an additional time. | | NEW |
Cheat | Gambler† | You know a couple of tricks. In a game of chance, you may reroll any 1s in your dice pool. | | NEW |
Lucky Streak | Gambler† | Roll 3d6 and multiply by 100. You gain that many credits. You may repeat this exploit, gaining 3d6x100 credits each time. | | NEW |
Intimidating | Gangster† | Intimidation is your way of life, especially in the criminal underworld. When attempting to intimidate a criminal, you gain a +1d6 bonus. | | NEW |
Protection Racket | Gangster† | 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-hat | Hacker† | 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 |
Enduring | Human | Humans 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 |
Explorer | Human | 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 |
Learners | Human | Humans start play with one additional free Universal Exploit. | | NEW |
Varied | Human | 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 Identify | Intelligence Officer/Spy† | You are able to create a false identity, complete with background records, in one day. | | NEW |
Miraculous Escape | Intelligence Officer/Spy† | Once per day you may automatically succeed in one attempt to escape handcuffs or other restraints. | | NEW |
Monologue | Intelligence 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 Grid | Intelligence 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 House | Intelligence 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 Grid | NEW |
Athlete | Jock† | You are able to either throw objects with a +50% to their range increment, OR gain a +2 to your SPEED. | | NEW |
Light Sleeper | Marine 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 Scars | Marine 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 It | Marine 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 Leader | Marine Tour† | You are able to grant your entire party a +1d6 INITIATIVE bonus as long as they are within 30' of you. | | NEW |
Quick Naps | Marine Tour† | You've learned to manage with little sleep. As long as you get 4 hours, you count as fully rested. | | NEW |
Shake It Off | Marine Tour† | You gain a +1d6 bonus when attempting to shake off a condition. | | NEW |
Bedside Manner | Medic† | 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 |
Diagnosis | Medic† | 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 Response | Medic† | 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 Officer | NEW |
Exceptional Healing Hands | Medic† | Your Healing Hands ability increases to 2d6 points of HEALTH. | Healing Hands | NEW |
Healing Hands | Medic† | 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 Base | Medic† | 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 Officer | Medic† | 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 |
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 Hands | NEW |
Ward Management | Medic† | 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 Manner | NEW |
Darksight | Miner† | You have spent so much time below ground that you've developed darksight to a distance of 30'. | | NEW |
Identify Substance | Miner† | You can identify by sight any mineral or metal based substance automatically. | | NEW |
Mining Hazards | Miner† | You gain a +2d6 bonus to spot underground hazards and traps. | | NEW |
Toxic Gases | Miner† | The underground is full of toxic fumes, and you've become used to them. You gain SOAK 5 (poison). | | NEW |
Underground Sense | Miner† | When underground you can always determine direction and depth and pick a route to the surface. | | NEW |
Technician | Moisture 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 |
Petrolhead | Navy 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 Rat | Navy Cadet† | You gain an overall familiarity with naval vessels and starships, and get a +1d6 bonus to checks related to them. | | NEW |
Acclimatized | Navy 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 Yourself | Navy 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 Familiarity | NEW |
Bridge Officer | Navy Tour† | If you are commanding a starship, all bridge officers gain a +1d6 bonus to starship operations from your presence. | | NEW |
First Contact | Navy 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 Familiarity | Navy Tour† | Your familiarity with naval starships is such that you can automatically navigate to any location inside one. | | NEW |
You Have The Conn | Navy Tour† | You may donate LUCK dice to allies while on the bridge. | Bridge Officer | NEW |
Confidant | Novice† | 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 |
Brawny | Ogron† | Ogrons increase their carrying capacity by 50%. | | NEW |
Dull-witted | Ogron† | Although slow-witted, Ogron minds are hard to penetrate. They gain a +4 bonus to MENTAL DEFENSE. | | NEW |
Large | Ogron† | As a large-sized race, Ogrons suffer a -4 penalty to their MELEE DEFENSE and RANGED DEFENSE scores. | | NEW |
Smelly | Ogron† | No matter what they do, Ogrons smell bad. They take a permanent -1d6 penalty to any attempts at stealth. | | NEW |
Strong | Ogron† | 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 Age | Ogron† | Unlike most species, Ogrons can continue to increase their STR attribute into old age. Ancient Ogrons are incredibly strong. | | NEW |
Urchin | Orphan† | 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 |
Captivating | Performer† | 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 |
Fearful | Performer† | 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 |
Gigs | Performer† | 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 |
Lullaby | Performer† | 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-Threat | Performer† | You gain the skills singing, dancing, and acting at 1 rank (1d6). This does not increase the rank of an existing skill. | | NEW |
Astrogator | Pilot† | 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 Control | Pilot† | You are able to easily navigate in-system at subluminal speeds without an attribute check. | | NEW |
Evasive Flying | Pilot† | A ship which you pilot gains a DEFENSE bonus equal to your AGI attribute dice pool. | | NEW |
Evasive Maneuver | Pilot† | As an action, you may designate one incoming missile per round and gain an additional +5 DEFENSE against it. | Evasive Flying | NEW |
Full Stop | Pilot† | 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 Limits | Pilot† | You can exceed a ship's normal maximum FTL speed by one factor (as long as it has FTL capability). | | NEW |
Sideslip | Pilot† | 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 Target | Pilot† | While in the rear arc of a target ship, you negate any bonus it gets from Evasive Flying. | Evasive Flying | NEW |
Anti-surveillance | Police 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 |
Backup | Police 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 Place | Police Officer† | You know the signs of suspicious behavior. You gain a +1d6 bonus to checks made to spot unusual or criminal activity. | | NEW |
Troublesense | Police Officer† | You are able to spot trouble before it happens. You gain a +1d6 bonus to INITIATIVE checks. | | NEW |
Confessional | Priest† | 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 |
Respect | Priest† | 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 Faith | Priest† | 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 Tough | Prisoner† | 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 |
Shiv | Prisoner† | 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 |
Unorthodox | Prodigy† | 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 Interrogation | Psi-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 Torture | Psi-cop† | You use an unethical technique of mental torture to force a suspect to speak, gaining +2d6 to an intimidation check. | | NEW |
Sense Motive | Psi-cop† | You are able to sense strong emotions within 30', although you cannot necessarily pinpoint their location. | | NEW |
Speak-With-Dead | Psi-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 |
Empathy | Psychic† | You can automatically sense strong emotions in others within 30'. | | NEW |
Fair Trade | Psychic† | 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 Advice | Psychic† | 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 |
Precog | Psychic† | Your natural precognition gives you a +1d6 bonus to Initiative checks as well as checks to access the ambush turn. | | NEW |
Analytical Eye | Scientist† | 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 |
Improviser | Scientist† | 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 |
Modify | Scientist† | 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 Base | Scientist† | Choose four [scientific] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. | | NEW |
Privileged | Scion† | You gain two sets of exceptional quality clothing and 1,000 bonus credits. | | NEW |
Climber | Scout/Special Forces† | You gain a CLIMB speed equal to your regular SPEED. | | NEW |
Hostile Terrain | Scout/Special Forces† | You do not suffer penalties for moving across difficult terrain. | | NEW |
Hustle | Scout/Special Forces† | Your SPEED increases by 2. | | NEW |
Quick-hide | Scout/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 |
Swimmer | Scout/Special Forces† | You gain a SWIM speed equal to your regular SPEED. | | NEW |
Unsuspicious | Service 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 |
Fence | Smuggler† | In an urban environment, you can sell goods for 75% of normal cost rather than 50%. | | NEW |
Haggler | Smuggler† | You know how to get a good deal. You reduce the cost of any purchase by 2d6%. | | NEW |
Seat Of Your Pants | Smuggler† | Smugglers rely a lot on old-fashioned luck and bravado. They can recharge their LUCK pool one extra time per day. | | NEW |
Secret Routes | Smuggler† | 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 |
Smuggle | 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. | | NEW |
Good Position | Sniper† | You cannot be pinned down in combat. | | NEW |
Perfect Aim | Sniper† | The bonus you gain for the Aim exploit increases to +2d6. | | NEW |
Steady Eye | Sniper† | All weapon range increments increase by 50%. | | NEW |
Vantage Point | Sniper† | 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 Class | Socialite† | 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-Forces | Space Jockey† | You are trained to resist g-forces. You gain SOAK 5 to crushing damage. | | NEW |
Hitch-Hiker | Space Jockey† | You can get free passage for yourself and your party on civilian vessels. | | NEW |
Mr Fixit | Space Jockey† | You gain a +1d6 bonus to rolls made to repair starships. | | NEW |
Space Sickness | Space Jockey† | Nearly every astronaut gets sick. You learn to ignore it. You become immune to sickness conditions. | | NEW |
Used Market | Space Jockey† | You know many starship dealers and merchants. You can save 10% on the cost of starship components. | | NEW |
Zero-g Monkey | Space Jockey† | You gain an effective fly speed equal to your regular SPEED in zero-g environments. | | NEW |
Berserker | Spartan† | 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 Organs | Spartan† | Spartans have a number of redundant organs and heal fairly rapidly. They can spend five minutes to heal 2d6 HEALTH once per day. | | NEW |
Warlike | Spartan† | Spartans gain one bonus [combat] skill. | | NEW |
Bred For War | Spartan Battle School† | You gain 3 points of natural SOAK. You also gain a distinctive scar. | | NEW |
Swordsman | Spartan Battle School† | You gain a high quality Spartan sword. | | NEW |
Destiny | Star Knight† | You may meditate for 5 minutes once per day to replenish your LUCK pool. | | NEW |
Enhanced Attributes | Star Knight† | You gain +2 SPEED and +5' to both vertical and horizontal jump distances. | | NEW |
Foresight | Star Knight† | You always gain access to the ambush turn. | | NEW |
Laser Sword | Star Knight† | You build your own standard quality laser sword. | | NEW |
Missile Deflection | Star 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 Sword | NEW |
Psionic Attributes | Star Knight† | Once per round you may use your PSI attribute in place of any STR, AGI, or END check. | Enhanced Attributes | NEW |
Psychic Choke | Star Knight† | You can squeeze the breath from a victim within 30' with a PSI vs. DEFENSE check, causing 3d6 blunt damage. | Telekinesis | NEW |
Psychic Push | Star 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. | Telekinesis | NEW |
Psychic Suggestion | Star Knight† | You can momentarily influence the thoughts and actions of another creature within 30' by making a PSI vs. MENTAL DEFENSE check. | Telepathic Message | NEW |
Recover | Star Knight† | You can meditate for five minutes to recover full HEALTH once per day. | | NEW |
Refocus | Star Knight† | Once per day you can focus and recover HEALTH equal to your PSI attribute check. This takes two actions. | Recover | NEW |
Sense Psionics | Star Knight† | You can sense the presence of psionics within 30' of you. | | NEW |
Summon | Star 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 |
Telekinesis | Star 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. | Summon | NEW |
Telepathic Message | Star Knight† | You develop the ability to freely send short telepathic messages to other intelligent creatures with whom you have spent time. | | NEW |
Throw Sword | Star Knight† | You can throw a laser sword as a ranged weapon with a range increment of 10'. The sword returns to your hand. | Laser Sword | NEW |
Starbase Layout | Starbase Assignment† | You become accustomed to the layout of starbases and outposts, and can navigate them without need for reference. | | NEW |
Street Tough | Street 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 |
Empath | Talent† | You can sense strong emotions in those with whom you converse. | | NEW |
Haggler | Trader† | You know how to get a good deal. You reduce the cost of any purchase by 2d6%. | | NEW |
Sale Of The Century | Trader† | 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 Routes | Trader† | You know the best, most profitable trade routes. Your starship fuel costs are reduced by 20%. | | NEW |
Stargazer | Traveller† | 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 Hearing | Venetian† | Venetians have excellent hearing, and gain a +1d6 bonus to INT checks when sound is relevant. | | NEW |
Disciplined | Venetian† | 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 |
Learned | Venetian† | Venetians start with four species skills rather than three. The bonus (fourth) skill must be a [scientific] skill. | | NEW |
Logical | Venetian† | 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-Lived | Venetian† | When creating a Venetian character, multiply their career lengths by 5. | | NEW |
Naturally Psionic | Venetian† | A society which integrates psionics from childhood, Venetians start play with one free psionic exploit. | | NEW |
Fortified | Venetian Retreat† | You gain a +5 bonus to MENTAL DEFENSE. | | NEW |
Radiation Resistance | Mutant° | You are immune to radiation damage. | | JDW |
Mutation | Mutant° | Roll on the mutation table to randomly determine your mutation. | | JDW |
Ingrained Skill Package | Clone° | 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 Healing | Clone° | Clones heal an extra 1d6 HEALTH each day. | | JDW |
Mindless | Robot° | Robots are immune to any attacks which target MENTAL DEFENCE. | | JDW |
Deterministic | Robot° | 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 Vulnerability | Robot° | Robots are vulnerable (1d6) to electricity damage and vulnerable (2d6) to ion damage. | | JDW |
Automaton | Robot° | Robots do not need to eat, sleep or breathe, and weigh 150% normal. | | JDW |
Modification Choice | Robot° | Choose one Robot Modification exploit. | | JDW |
Natural Climbers | Chimp° | Chimps gain climbing as a natural movement mode, able to climb at their full speed with no checks needed. | | JDW |
Zero-G | Chimp° | 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 Leap | Chimp° | Chimps gain +5’ to both horizontal and vertical jump distances, and are able to use their full jump distances from a standing start. | | JDW |
Throwers | Chimp° | Chimps are great at throwing things. They double the range increment of thrown items and do +1d6 damage with thrown weapons. | | JDW |
Agile | Chimp° | 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-willed | Chimp° | Chimps suffer a -2 penalty to MENTAL DEFENCE. | | JDW |
Mighty Load | Gorilla° | Gorillas are able to carry great weights. Their CARRY capacity (and their max lift) is double normal. | | JDW |
Thick Fur | Gorilla° | Gorilla fur means that they are immune to cold-based environmental effects and gain natural SOAK 5 vs. cold damage. | | JDW |
Roar | Gorilla° | 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 Swingers | Orangutan° | Orangutans have a natural CLIMB speed equal to their normal SPEED and do not need to make checks when climbing. | | JDW |
Great Leap | Orangutan° | Orangutans have double the normal jump distance, and take half damage from falls. | | JDW |
Fast | Orangutan° | Orangutans get a +1 bonus to their SPEED, and a +1d6 bonus to INITIATIVE. | | JDW |
Avian | Acorax | The 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-boned | Acorax | An 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 |
Beak | Acorax | The Acorax’s powerful beak increases natural damage by +1d6 and changes it to piercing damage. | | GSC |
Mimicry | Acorax | Acorax are able to mimic any voice nearly perfectly. | | GSC |
Avian | Adraxi | Adraxi 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 |
Reptilian | Adraxi | Like many reptiles, the cold-blooded Adraxi suffers from Vulnerability (1d6) cold. | | GSC |
Serrated Beak | Adraxi | An Adraxi’s sharp, serrated beak is a dangerous weapon, giving them 2d6 piercing base unarmed damage. | | GSC |
Perch | Adraxi | An Adraxi can perch comfortably on any roughly horizontal object, from a tightrope to a cliff ledge, gripping it with their strong claws. | | GSC |
Leathery Wings | Adraxi | An 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 Load | Argon | Argons are able to carry great weights. Their CARRY capacity (and their max lift) is double normal. | | GSC |
Commune With Nature | Argon | Argons 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 |
Pacifist | Argon | While big and strong, and more than capable of it, Argons do not enjoy violence. They suffer -1d6 to INITIATIVE checks. | | GSC |
Thick Fur | Argon | Argon fur means that they are immune to cold-based environmental effects and gain natural SOAK 5 vs. cold damage. | | GSC |
Roar | Argon | Argons 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 Load | Yakan | Yakans are able to carry great weights. Their CARRY capacity (and their max lift) is double normal. | | GSC |
Thick Fur | Yakan | Yakan fur means that they are immune to cold-based environmental effects and gain natural SOAK 5 vs. cold damage. | | GSC |
Roar | Yakan | Yakans 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 Speak | Yakan | Yakans can only speak their own language of growls and roars. | | GSC |
Insectoid | Betrux | Climbing 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 Shell | Betrux | A Betrux’s chitinous shell gives it a natural SOAK 5. | | GSC |
Antennae | Betrux | A Betrux’s antennae is capable of picking up e-m waves (making it able to act as a communicator receiver). | | GSC |
Blind | Betrux | Betrux 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 |
Slow | Betrux | A Betrux’ heavy shell causes it a -1 SPEED penalty. | | GSC |
Mandibles | Betrux | A Betrux’s mandibles make it able to chew through wood with ease, doing double natural damage to wooden objects and creatures. | | GSC |
Subspecies | Betrux | Choose one of the following Betrux subspecies: Swimmer, Digger, Glider, Water-strider, Extremophile. | | GSC |
Aquatic | Bragi | Bragi can operate underwater and have a SWIM speed equal to their regular speed. However, their land speed is reduced by -1. | | GSC |
Navigator | Bragi | Bragi 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 Gills | Bragi | Bragi 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 |
Suckers | Bragi | A 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 |
Perceptive | Bragi | Bragi 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 advancement | | GSC |
Long-Lived | Bragi | When creating a Bragi character, multiply their career lengths by 2. | | GSC |
Changeling | Changeling | Changelings 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 |
Regeneration | Changeling | Changelings regenerate 1 HEALTH, physically repairing damage, at the start of each turn as long as they have at least 1 HEALTH. | | GSC |
Morphed Weapon | Changeling | The 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 Vulnerability | Changeling | However, they are vulnerable (2d6) to acid damage, and cannot regenerate it. | | GSC |
Ageless | Changeling | Changelings do not age, do not have an age category, or access to age-based exploits. | | GSC |
Irradiated | Charon | Charons are completely immune to radiation. | | GSC |
Grotesque | Charon | A Charon’s appearance is so grotesque and fearsome that they begin play with intimidation 10 (4d6). | | GSC |
Mutation | Charon | Every 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 |
Insectoid | Chorax | Climbing 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-legged | Chorax | A Chorax cannot be knocked prone. | | GSC |
Webspinner | Chorax | Chorax 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 |
Revolting | Chorax | Chorax are mistrusted, disliked, and reviled across the galaxy. They suffer a -1d6 penalty to all social checks. | | GSC |
Poison Immunity | Chorax | Chorax are immune to poison. | | GSC |
Darksight | Chorax | Chorax can see in the dark as though it were daylight. | | GSC |
Mechanoid | Clockman | Clockmen 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 |
Repair | Clockman | Once 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-up | Clockman | Clockmen 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 Clock | Clockman | Clockmen track the passage of time accurately, to the very second. | | GSC |
Attachments | Clockman | Clockmen 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 |
Durable | Clockman | Clockmen get a bonus +1d6 HEALTH. | | GSC |
Reptilian | Drahzik | Like many reptiles, the cold-blooded Drahzik suffers from Vulnerability (1d6) cold. | | GSC |
Scent | Drahzik | A 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 Healing | Drahzik | Drahzik heal faster than most races, ganging double the normal healing after an overnight rest. | | GSC |
Cold-blooded | Drahzik | Drahzik do not operate well in cold environments. In arctic environments, or environments of a similar temperature, they gain the Slowed condition. | | GSC |
Infravision | Drahzik | Drahzik can see in the infrared spectrum, gaining darksight to a distance of 10’ times its INT score. | | GSC |
Traditional Gear | Drahzik | Drahzik begin play with a suit of Drahzik Hunting Armor and a choice of either a Wrist Flechette or a high quality Wrist Blade. | | GSC |
Plant | Fornian | As plants, Fornians gain natural SOAK 5, but are vulnerable (1d6) to fire/heat damage. They do not suffer penalties for difficult terrain. | | GSC |
Spores | Fornian | Fornians 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 Messages | Fornian | Without 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 Poison | Fornian | The fungal Fornians are completely immune to poison. | | GSC |
Ambulation | Fornian | Fornians are not designed to move fast; they suffer a -1 SPEED penalty. | | GSC |
Darksight | Fornian | Fornians can see clearly in the dark. | | GSC |
Underground Dwellers | Fornian | Fornians suffer -1d6 to perception in bright light. | | GSC |
Amphibian | Garga | Garga can breathe air or water, and have a SWIM speed equal to their normal speed. | | GSC |
Great Leap | Garga | From a standing start, Garga can leap up to 30’ up or across. | | GSC |
Webbed Limbs | Garga | A Garga can walk on water and other liquids using its webbed feet. | | GSC |
Long Tongue | Garga | Using 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 |
Chameleon | Garga | Garga can change color as a free action; when they use this to match their surroundings, they gain +1d6 to hide. | | GSC |
Reptilian | Ginean | Like many reptiles, the cold-blooded Ginean suffers from Vulnerability (1d6) cold. | | GSC |
Camouflage | Ginean | Gineans have the ability to turn almost invisible in jungle environments. | | GSC |
Motion-sight | Ginean | Gineans are very sensitive to motion. A moving subject gives them +1d6 to INT (perception) checks. | | GSC |
Regenerative | Ginean | Gineans 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-Lived | Ginean | When creating a Ginean character, multiply all career lengths by 3. | | GSC |
Pack Attack | Gobber | Gobbers 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 |
Darksight | Gobber | Gobbers can see in darkness as though it were normal light. | | GSC |
Bright Light | Gobber | Gobbers 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 Cunning | Gobber | Although not known for their intellect, Gobbers do possess a natural instinct. They gain +1d6 to INITIATIVE checks. | | GSC |
Scavengers | Gobber | Gobbers can use any organic material as food, no matter how strange or rotten, and as such are immune to poisons. | | GSC |
Snatch | Gobber | Using a melee attack, a Gobbers can steal a small-sized or smaller item from an adjacent target, even in combat. | | GSC |
Between The Legs | Gobber | A Gobber can freely move through the squares of large sized or larger creatures which have two or more legs. | | GSC |
Empathy | Grey | Greys can automatically sense strong emotions in others within 30'. | | GSC |
Telepathic Message | Grey | Greys can freely send short telepathic messages to other intelligent creatures with whom they have spent time. | | GSC |
Telekinesis | Grey | The 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-Lived | Grey | When creating a Grey character, double the length of careers. | | GSC |
Telekinetic Shield | Grey | The Grey maintains a telekinetic shield which gives it +1 to MELEE, RANGED, and VITAL DEFENSE. | | GSC |
Eat Anything | Gris | Gris can ingest any organic matter, and are immune to poisons. | | GSC |
Poor Sight | Gris | A 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 |
Philosophical | Gris | Gris are reasoned and scholarly, calm and placid. They never become angry, and are immune to the Angry condition. | | GSC |
Scholastic | Gris | Gris 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 |
Advice | Gris | Gris can spend two actions to give an ally one free action, which they must take immediately. | | GSC |
Natural Weapons | Hellion | A 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 Darksight | Hellion | Hellions can see in the dark as though it were daylight. | | GSC |
Fire Resistance | Hellion | Hellions have a natural SOAK 5 (heat/fire). At old age, this increases to 10. | | GSC |
Antipsyker | Hellion | So 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 |
Mechanoid | Hologram | Holograms 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 |
Intangible | Hologram | Holograms have no physical form, and as such are immune to physical non-energy damage. They are not able to manipulate objects. | | GSC |
Free Movement | Hologram | Holograms 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 |
Immortal | Hologram | A 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 Range | Hologram | A hologram cannot move more than one mile from its CPU. | | GSC |
Ageless | Hologram | Like many Mechanoids, Holograms do not age and do not have access to any age-based exploits. | | GSC |
Crystalline | Houseki | As 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 Growing | Houseki | A 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 Healing | Houseki | A 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 Crystal | Houseki | The jagged protrusions all over a Houseki’s body mean that their natural damage type is piercing. | | GSC |
Slow & Careful | Houseki | Houseki are naturally slow; they suffer -1d6 INITIATIVE (to a minimum of 1d6), and -1 SPEED. | | GSC |
Implacable | Houseki | Houseki 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 | Houseki | When creating a Houseki character, multiple all career lengths by 3. | | GSC |
Crazed Minds | Warped | The Warped really are a bit different. They think differently, and act strangely. They gain +2 MENTAL DEFENSE. | | GSC |
Warped Psionics | Warped | Warped begin play with two clairsentience or clairvoyance psionic powers. | | GSC |
See Ghosts | Warped | Warped 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 |
Pheromones | Jamila | Jamila 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 Force | Jamila | Jamila 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 |
Diplomats | Jamila | Jamila 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-bonding | Kanid | A 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 Coat | Kanid | The Kanid’s fur coat keeps it warm in cold climes. It gains natural SOAK 5 (cold). | | GSC |
Chasers | Kanid | A heritage of chasing gives the Kanid +1 to its SPEED score. | | GSC |
Scent | Kanid | Kanids have incredible senses of smell. They gain 3 ranks (2d6) in scent, which works like perception but only where smell is involved. | | GSC |
Alchohol Weakness | Kanid | Kanids treat alcohol as a poison. Even a small amount renders them lubricated, and larger amounts cause them 1d6 poison damage. | | GSC |
Social | Kanid | Kanids 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 |
Insectoid | Kithik | Climbing 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 Bite | Kithik | When a Kithik makes an unarmed attack, it does piercing/poison damage and inflict the Poisoned condition | | GSC |
Four Arms | Kithik | The Kithik has three actions per round (but can use no more than two for movement or attack | | GSC |
Short-lived | Kithik | Kithik 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 |
Truesight | Laerrek | Laerrek 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 |
Foresight | Laerrek | Laerrek 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 |
Insight | Laerrek | Laerrek 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 | Laerrek | When creating a Laerrrek character, double the length of careers. | | GSC |
Crystalline | Molluk | 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 Fist | Molluk | A Molluk’s natural damage die is 3d6 blunt. | | GSC |
Bulky | Molluk | Heavy, Molluks suffer -1 SPEED and cannot jump. They also suffer -2 RANGED DEFENSE. They weigh three times normal. | | GSC |
Natural Camouflage | Molluk | In rocky surroundings, a stationary Molluk can become effectively invisible. | | GSC |
Long-lived | Molluk | When creating a Molluk character, multiply career lengths by ten. | | GSC |
Aquatic | Neron | Nerons can operate underwater and have a SWIM speed equal to their regular speed. However, their land speed is reduced by -1. | | GSC |
Water-breathers | Neron | Nerons cannot breathe in air, and need a breathing mask to do so. | | GSC |
Medical Marvel | Neron | The 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 Friends | Neron | Nerons can speak to all marine life. This does not grant those animals intelligence or knowledge they would not already have. | | GSC |
Darksight | Neron | Nerons can see clearly in darkness as though it were daylight. | | GSC |
Water Healing | Neron | While immersed in water, Nerons regenerate 1 HEALTH per round as long as they are below half HEALTH. | | GSC |
Waterbolt | Neron | Nerons 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 |
Reptilian | Pagozan | Unlike many reptiles, the cold-blooded Pagan does not suffer from vulnerability to cold damage. | | GSC |
Camouflage | Pagozan | Pagozans have the ability to turn almost invisible in snowy or icy environments. | | GSC |
Motion-sight | Pagozan | Pagozans are very sensitive to motion. A moving subject gives them +1d6 to INT (perception) checks. | | GSC |
Tail | Pagozan | Pagozans 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 |
Regenerative | Pagozan | Pagozans 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 |
Insectoid | Pajak | Climbing 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 Eyes | Pajak | The 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 Bones | Pajak | A 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 |
Scrawny | Pajak | A Pajak can never have a STRENGTH score higher than 4. | | GSC |
Bite | Pajak | Pajak have a bite attack which does 2d6 piercing/poison damage. | | GSC |
Short-lived | Pajak | When creating a Pajak character, halve all career lengths. | | GSC |
Reptilian | Raptor | Like many reptiles, the cold-blooded Raptor suffers from vulnerability (1d6) cold. | | GSC |
Fierce Jaws | Raptor | Raptors have fierce jaws, sharp teeth, and long claws evolved to rip meat apart with ease. Their natural damage is 3d6 piercing. | | GSC |
Pounce | Raptor | Raptors 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 Away | Roden | A 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 |
Tail | Roden | A 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 Sensitivity | Roden | Rodens suffer -1d6 to all checks when in bright light. However, they do have darksight to a distance of 5’ per point of INT. | | GSC |
Navigators | Roden | Perhaps 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 |
Scamper | Roden | Roden are naturally cowardly, and have evolved to run. They get +2 SPEED. | | GSC |
Natural Climbers | Simp | Simps gain climbing as a natural movement mode, able to climb at their full speed with no checks needed. | | GSC |
Zero-G | Simp | Simps gain zero-g as a natural movement mode, able to move in zero-g at their full speed with no checks needed. | | GSC |
Great Leap | Simp | Simps gain +5’ to both horizontal and vertical jump distances, and are able to use their full jump distances from a standing start. | | GSC |
Throwers | Simp | Simps are great at throwing things. They double the range increment of thrown items and do +1d6 damage with thrown weapons. | | GSC |
Agile | Simp | Simps 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-willed | Simp | Simps suffer a -2 penalty to MENTAL DEFENCE. | | GSC |
Reptilian | Saurian | Like many reptiles, the cold-blooded Saurian suffers from vulnerability (1d6) cold. | | GSC |
Always On The Move | Saurian | When making two moves, the Saurian can take an additional single action. | | GSC |
Balancing Tail | Saurian | Any attempts to unbalance, knock down, or trip a Saurian take a -2d6 penalty. | | GSC |
Inexhaustible | Saurian | Used to long journeys on foot, Saurians never tire. They are immune to the Fatigued condition. | | GSC |
Poison Breath | Saurian | Saurians 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 |
Nomad | Saurian | Nomadic creatures, Saurians are used to continuous movement They get a +1 SPEED bonus. | | GSC |
Plant | Solurial | Solurials have the plant creature type. They are vulnerable (1d6) to fire, but have 5 natural SOAK. They are ignore difficult terrain. | | GSC |
Lashing Vines | Solurial | A Solurial has a melee reach of 3 squares (15'), as they lash out with long limbs and vines. | | GSC |
Ponderous | Solurial | Solurials suffer a -2 SPEED penalty (this cannot reduce SPEED to less than 3), and -1d6 to INITIATIVE (to a minimum of 1d6). | | GSC |
Photosynthesis | Solurial | Solurials 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 Families | Solurial | Solurials have extended families in the hundreds or thousands, and can remember every single name. Solurials never forget information they have learned. | | GSC |
Camouflage | Solurial | Solurials get +1d6 to hide in natural surroundings. | | GSC |
Roots | Solurial | Solurials can grip the ground and surroundings tightly with roots and vines; they are immune to forced movement. | | GSC |
Long-Lived | Solurial | When creating a Solurial character, multiply their career lengths by 7. | | GSC |
Horns | Tauran | A Tauran has horns which can be used in combat. The Tauran’s unarmed (natural) damage increases by +1d6 and becomes piercing damage. | | GSC |
Charge | Tauran | Taurans gain the Charge exploit for free. | | GSC |
Direction Sense | Tauran | A 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 |
Stubborn | Tauran | Taurans 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 |
Stoic | Tauran | Taurans 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 |
Crystalline | Torbanite | As 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 Pain | Torbanite | Torbanites are immune to pain, and are not affected by the Pain condition. | | GSC |
Limited Motion | Torbanite | Torbanites cannot have an AGI score of higher than 6; their solid skin makes for stiff movement. | | GSC |
Enduring | Torbanite | Torbanites 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 |
Tusks | Trantor | A Trantor’s tusks increase its natural damage by +1d6 and change it to piercing damage. | | GSC |
Trunk | Trantor | The Trantor’s trunk can be used to perform a third action each round, although it cannot be used to attack or move. | | GSC |
Never Forget | Trantor | Trantors have photographic memories and never forget anything. They gain one bonus [scientific] or [artistic] skill. | | GSC |
Slow To Move | Trantor | Trantors suffer a -1 penalty to their SPEEDs. | | GSC |
Lasting Minds | Trantor | Trantors 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 |
Plant | Treem | Like many plants, Treem have natural SOAK 5, but are vulnerable (1d6) to fire and heat. They are able to ignore difficult terrain. | | GSC |
Seeds | Treem | Treem 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 |
Immovable | Treem | Firm 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 Jump | Treem | Treem are unable to jump. Their wooden forms do not allow for the required flexibility. | | GSC |
Reptilian | Vouki | Like many reptiles, the cold-blooded Vouki suffers from Vulnerability (1d6) cold. | | GSC |
Hynotism | Vouki | Vouki 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 |
Climb | Vouki | As snakes, Vouki climb as a natural movement mode and have a CLIMB speed equal to their regular speed. | | GSC |
Venomous Bite | Vouki | Vouki have venomous fangs. Their natural damage is piercing/poison, and a successful hit renders the target Poisoned. | | GSC |
Blur | Zetan | Zetan 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 Dodge | Zetan | A Zetan gains +4 to both MELEE and RANGED DEFENSE. | | GSC |
Weak-willed | Zetan | Zetans suffer a -4 penalty to MENTAL DEFENSE. | | GSC |
Unfocused | Zetan | Zetans 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 |
Unstoppable | Zetan | Zetans are immune to the Slowed condition. | | GSC |
Short-lived | Zetan | Zetans live half the lifespan of a human. Divide all age categories by two, and halve all career lengths (rounding up). | | GSC |
Climbers | Zouklan | Zouklans have a natural CLIMB speed. | | GSC |
Great Leap | Zouklan | Zouklans have double the normal jump distance, and take half damage from falls. | | GSC |
Age | Deva | Devas do not appear to age, and always reincarnate at the same apparent age. | | ZPG |
Reincarnated | Deva | Devas 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 Calm | Deva | Devas gain SOAK 5 to unholy and holy damage, and cannot be blinded by bright light. | | ZPG |
Memory Of Past Lifetimes | Deva | Devas 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 Dreaming | Eladrin | Eladrin 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 Iron | Eladrin | Like many fey, eladrin are vulnerable (1d6) to cold iron. | | ZPG |
Natural Weapons | Deepling | A 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 Darksight | Deepling | Deeplings can see in the dark as though it were daylight. | | ZPG |
Fire Resistance | Deepling | Deeplings have a natural SOAK 5 (fire). At old age, this increases to 10. | | ZPG |
Vampiric Bite | Dhampir | Dhampirs 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 die | | DD |
Spider-climb | Dhampir | Dhampirs 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 Sensitivity | Dhampir | Dhampirs 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 sunlight | | DD |
Biological Immunity | Dhampir | Dhampirs 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 |
Transformation | Werewolf | Once 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 Transformation | Werewolf | On 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 |
Darksight | Werewolf | Werewolves can see in the dark as though it were daylight. | | DD |
Silver Vulnerability | Werewolf | Werewolves are vulnerable (2d6) to silver weapons. | | DD |
Crafter | Unwanted | You 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 |
Guncare | Gunsmith | Any 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 |
Pumped | Gunsmith | Once per round, when using a firearm, a Borian does +1d6 damage in the first range increment. | | BOR |
Modiications | Gunsmith | Borians 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 Adaption | Gunsmith | A 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 |
Autofire | Gunsmith | You modify any firearm to have the auto trait. This takes you one hour. Only you can use that firearm. | | BOR |
Fusilier | Gunsmith | You 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 Heavy | Gunsmith | You can easily wield firearms of up to large-sized, and ignore the heavy trait. | | BOR |
Gadget | Inventor | Once 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 |
Helper | Inventor | You 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 Gunnery | Inventor | The 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 Armor | Inventor | You 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 Invention | Inventor | You 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 |
Masterpiece | Inventor | You 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 Gear | Regulator | You gain a suit of Regulator Armor (SOAK 12) and a stun baton. | | BOR |
Adjudication | Regulator | You 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 Law | Regulator | Heavy armor does not reduce your SPEED. | | BOR |
Restraining Bolt | Regulator | At 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 Attack | Regulator | Any 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-healing | Chosen± | Chosen heal faster than most people. You may roll an extra 2d6 when determining how much you naturally heal each day. | | NOW |
Skill Focus | Chosen± | You start play with two bonus skills of your choice at 3 ranks (2d6). | | NOW |
Destiny | Chosen± | 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 |
Mutation | Mutant± | 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 |
Alteration | Augmented± | Augmented begin play with two minor or one major cybernetic alteration. | | NOW |
Adaptive | Augmented± | 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 |
Inert | Augmented± | Augmented embrace technology over matters of spirit. They may never have a Chi score above zero. | | NOW |
Slippery | Acrobat± | 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 |
Ordinary | Everyman± | 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 |
Programming | Experiment± | 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 |
Dreamer | Farmhand± | 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 |
Athlete | Jock± | Choose one: You can throw objects with a +50% to their range increment, or you gain a permanent +2 bonus to your Speed. | | NOW |
Training | Martial 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 |
Tactical | Navy Brat± | You gain 3 ranks (2d6) in the tactics skill. | | NOW |
White-hat | Nerd± | 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 |
Confidant | Novice± | You can discern a lie through a mix of intuition and experience. You gain a +1d6 bonus to discern lies and deceptions. | | NOW |
Urchin | Orphan± | 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 Prepared | Scout/Eagle± | Once per day you can produce a small object worth $10 or less from your pockets. | | NOW |
Privileged | Scion± | You gain two sets of superior quality clothing and start play with a bonus $1,000. | | NOW |
Fell Off A Truck | Street Tough± | You may acquire starting equipment at half cost. However, any items you acquire this way are actually stolen. | | NOW |
Endurance | Survivor± | You've endured a lot, and you have the scars to prove it. You gain +2 natural SOAK. | | NOW |
Stargazer | Traveler± | 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-movie | NOW |
Method Actor | Actor± | You immerse yourself into your roles. Increase your acting skill to 6 ranks. | | NOW |
Stage-fright | Actor± | You learned to overcome your nerves on the stage. Once per day you may ignore a fear-based effect. | | NOW |
Costumer | Actor± | You are used to wearing costumes in your roles. Gain the disguise skill at 6 ranks. | | NOW |
B-Movie | Actor± | 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 |
Catchphrase | Actor± | 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 Discovery | Archeologist± | You discovered something incredible— the Holy Grail, the Ark of the Covenant, or something equally impressive. You gain +2 REP. | | NOW |
Antique | Archeologist± | You start play with an antique weapon, which is of exceptional quality. | | NOW |
Direction Sense | Archeologist± | You always know where you are, and you never get lost. | | NOW |
Linguist | Archeologist± | You can speak and understand any language, although it might sometimes take you a moment to figure it out. | | NOW |
Killing Blow | Assassin± | Any attack you make during the ambush turn gains a +2d6 bonus to attack. | | NOW |
Ambush | Assassin± | You gain +2d6 to rolls made to access the ambush turn. | | NOW |
Weak Point | Assassin± | Once per enemy you may ignore any SOAK score he possesses by targeting a weak spot. | | NOW |
Sneak | Assassin± | 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-forces | Astronaut± | You are trained to resist g-forces. You gain SOAK 5 to crushing damage. | | NOW |
Space Sickness | Astronaut± | Nearly every astronaut gets sick. You learn to ignore it. You become immune to sickness conditions. | | NOW |
Spacewalker | Astronaut± | You gain a zero-g Speed equal to your regular speed. | | NOW |
Athletic | Athlete± | 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 |
Fit | Athlete± | You gain a +5 Health bonus. | | NOW |
Signing Bonus | Athlete± | You are signed to a team and gain a $1,000 signing bonus. | | NOW |
Bouncer | Bartender± | You gain a +1d6 bonus to checks vs. an intoxicated creature. | | NOW |
Fake ID | Bartender± | 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 |
Gossip | Bartender± | 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 Training | Boot Camp± | You gain a uniform which incorporates a kevlar vest. You also gain one rank in tactics, rifles, law, and survival. | | NOW |
Officer Training | Boot 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 Training | NOW |
Prey | Bouncer± | 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 |
Datamining | Bouncer± | You are adept at spotting concealed weapons, drugs, and other things. You automatically spot hidden items concealed about somebody's person. | | NOW |
Age Check | Bouncer± | Not only can you discern somebody's age at a glance, you can see through disguises. | | NOW |
Fake ID | Bouncer± | 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 |
Pin | Bouncer± | 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 |
Prey | Bounty Hunter± | You may choose a target species. You gain a +1d6 bonus to attempts to track targets of that species. | | NOW |
Datamining | Bounty 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-two | Boxer± | 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 |
Haymaker | Boxer± | 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 Count | Boxer± | Once per day, when reduced to 0 health, you may spend two actions to recover 2d6 health and stand up. | | NOW |
Rope-a-dope | Boxer± | 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 Knuckles | Boxer± | 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 |
Battered | Boxer± | Cauliflower ears and broken nose you may have, but you can take a hit without flinching. You gain SOAK 5 (blunt). | | NOW |
Catburglar | Burglar± | An expert at climbing, you do not take any die penalties in combat while climbing. | Haymaker | NOW |
Climber | Burglar± | Your climbing speed becomes equal to your regular SPEED. | Catburglar | NOW |
Grand Heist | Burglar± | 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 |
Locksmith | Burglar± | 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 Sense | Burglar± | 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 Knives | Chef± | You are an expert at cutting flesh with a blade. When using a knife, you do +1d6 damage. | | NOW |
Poison Resistance | Chef± | You often have to taste your food, and you have developed SOAK 5 vs. poisons. | | NOW |
Poisoner | Chef± | 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 Management | Chef± | 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 Meal | Chef± | 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 |
Bachelor | College± | 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 |
Doctorate | College± | 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. | Masters | NOW |
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. | Bachelor | NOW |
Beguiling | Con 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 |
Grifter | Con 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 |
Impersonate | Con 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 Change | Con 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 |
Builder | Craftsman± | 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 |
Fixer | Craftsman± | You gain a +1d6 bonus to any attempt to repair something. | | NOW |
Handyman | Craftsman± | Choose four [crafting] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. | | NOW |
Toolkit | Craftsman± | You gain a set of high quality tools. | | NOW |
Tradesman | Craftsman± | You can make 3d6 x 10 Cr per week by plying your trade. This exploit cannot be used during downtime. | | NOW |
Devotion | Cultist± | You are utterly devoted to your cause. Your single- mindedness grants you +4 Mental Defense. | | NOW |
Occultist | Cultist± | 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 Dagger | Cultist± | You start play with a high-quality dagger that has either the Serrated Blade or the Sharpened customization. | | NOW |
Poison Resistance | Cultist± | Part of your cult’s observances involve drinking poison. You gain SOAK 5 (poison). | | NOW |
Fanatic | Cultist± | You may be slightly unhinged; you are completely immune to the Afraid condition. | | NOW |
Dark Knight | Dark 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 Legend | Dark 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 |
Vanish | Dark 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 Belt | Dark Crusader± | You gain one gadget of your choice. | | NOW |
Costume | Dark 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 |
Clues | Detective± | If there are any clues to find at a crime scene, you automatically find them within 5 minutes. | | NOW |
Criminal Record | Detective± | You can freely access police databanks and automatically discover any information held on file about a suspect. | | NOW |
Plate Number | Detective± | You can request a registration plate number lookup, and automatically determine the registered owner and address of a vehicle. | | NOW |
Diplomatic Immunity | Diplomat± | You gain diplomatic immunity to very low-level and petty crimes on any country which contains an embassy for your country. | | NOW |
Diplomatic Pouch | Diplomat± | You have a diplomatic pouch in which any small sized item can be carried through customs without inspection. | | NOW |
Diplomatic | Diplomat± | Choose four [social] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. | | NOW |
Embassy | Diplomat± | 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 Fish | Diver± | You gain a Swim speed equal to your regular Speed. | | NOW |
Hold Breath | Diver± | You can hold your breath for a number of minutes equal to your END dice pool. | | NOW |
Murky Depths | Diver± | You can see well underwater and in other dark environments, gaining darksight to a distance of 5' per point of INT. | | NOW |
High Diver | Diver± | You never take damage when falling into water from any height. | | NOW |
Unseen | Drifter± | 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 |
Lucky | Drifter± | Your wandering lifestyle has taught you that luck is about the wherewithal to recognize opportunity. You gain an extra LUC die. | | NOW |
Getaway | Diver± | 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 |
Racer | Diver± | You can push a vehicle to extreme speeds, increasing its Speed by 2. | | NOW |
Evasive Driving | Diver± | When you are driving a vehicle, it gains +4 Defense. | | NOW |
Shoot ’N’ Drive | Diver± | While driving, you may take a free sidearm shot once per round. | | NOW |
Engine-master | Engineer± | 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-tuner | NOW |
Engine-tuner | Engineer± | 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 |
Explosives | Engineer± | 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-rig | Engineer± | 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 |
Saboteur | Engineer± | 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 Base | Engineer± | Choose four [technical] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. | | NOW |
Upgrade | Engineer± | 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 Cooking | Explosives 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 Trapping | Explosives 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-boom | Explosives Expert± | Explosive devices, such as grenades, do +1d6 damage when you use them. | | NOW |
Shaped Charge | Explosives 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 Bomb | Explosives 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 Cover | Explosives 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 There | Explosives Expert± | You always notice explosive devices and traps within 10' of you, even if an attribute check would normally be required. | | NOW |
Fire Resistant | Firefighter± | You’ve been through many fires, and have developed a resistance to it. You gain natural SOAK 5 (heat). | | NOW |
Ladder Climber | Firefighter± | 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 Lift | Firefighter± | When carrying another person, you are not encumbered or slowed in any way. | | NOW |
Door Breaker | Firefighter± | Your dice pool explodes when you are breaking down a door. | | NOW |
Hold Breath | Firefighter± | 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 |
Extinguish | Firefighter± | You can extinguish flames in an adjacent square by spending one action. | | NOW |
Drop and Roll | Firefighter± | You can completely remove the Fire status track from yourself or an adjacent creature by spending two actions. | | NOW |
Good Game | Gambler± | 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 Streak | Gambler± | You may replenish your Luck attribute an extra time each day. | | NOW |
Cheat | Gambler± | You know a couple of tricks. In a game of chance, you may reroll any 1s in your dice pool. | | NOW |
Intimidating | Gangster± | Intimidation is your way of life, especially in the criminal underworld. When attempting to intimidate a criminal, you gain a +1d6 bonus. | | NOW |
Protection Racket | Gangster± | 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 Expert | Guerilla Fighter± | During an ambush turn you can take a second action. | | NOW |
Blend In | Guerilla 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-Run | Guerilla 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 Ready | Guerilla 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 |
Sabotage | Guerilla 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 Rig | Hacker± | You gain a high quality laptop or portably computer designed for hacking on the move. | | NOW |
Red Lights | Hacker± | You can use your hacking rig to change traffic lights to any configuration you wish. | Hacking Rig | NOW |
Bank Job | Hacker± | A virtual bank job gains you $1,000 and +1 REP. | | NOW |
City Hall | Hacker± | 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 Override | Hacker± | You can remotely unlock an electronic lock for up to one minute. | | NOW |
CCTV | Hacker± | You are able to access the CCTV cameras of a given location. This gives you poor quality video, and no audio. | | NOW |
Lay Down Fire | Heavy 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 Heavy | Heavy Gunner± | Choose one heavy weapon; when you carry one of these weapons, it does not count against your carrying capacity. | | NOW |
Long Range | Heavy Gunner± | Increase the range of heavy weapons you wield by 10'. | | NOW |
Heavy Specialty | Heavy 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 Heavy | NOW |
Quick-Hide | Infiltrator± | 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 Trades | Laborer± | 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 Pay | Laborer± | 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 |
Union | Laborer± | 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 Clothes | Laborer± | 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 Free | Lawyer± | When arrested for a minor offense, you are able to use legal techniques and your connections to keep yourself out of jail. | | NOW |
Court Records | Lawyer± | 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 |
Orator | Lawyer± | 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 |
Charmed | Lawyer± | 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 |
Crusader | Lawyer± | 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 Base | Medic± | 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. | Doctorate | NOW |
Bedside Manner | Medic± | 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 Manner | NOW |
Diagnosis | Medic± | 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 |
Psychologist | Medic± | 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 Hands | Medic± | 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 Hands | NOW |
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 Hands | NOW |
Underground Sense | Miner± | When underground you can always determine direction and depth, and you can determine a route to the surface. | | NOW |
Darksight | Miner± | You have spent so much time below ground that you’ve developed darksight to a distance of 30'. | | NOW |
Mining Hazards | Miner± | You gain a +2d6 bonus to spot underground hazards and traps. | | NOW |
Toxic Gases | Miner± | The underground is full of toxic fumes, and you’ve become used to them. You gain a poison SOAK of 5. | | NOW |
Identify Substance | Miner± | You can identify by sight any mineralor metal-based substance automatically. | | NOW |
Poison | Ninja± | 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 Climb | Ninja± | 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. | Poison | NOW |
Weapon Mastery | Ninja± | 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 Strike | Ninja± | 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 Warrior | Ninja± | You may move at full Speed while hidden if you succeed in your AGI (stealth) check. | | NOW |
Triple-Threat | Performer± | 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 |
Gigs | Performer± | 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 |
Captivating | Performer± | 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 |
Lullaby | Performer± | 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 |
Fearful | Performer± | 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 Limits | Pilot± | You can exceed an aircraft’s normal maximum Speed by 2. | | NOW |
Evasive Flying | Pilot± | An aircraft which you pilot gains a Defense bonus equal to your AGI attribute dice pool. | | NOW |
Cruise Control | Pilot± | 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 Flying | NOW |
Stay on Target | Pilot± | While in the rear arc of a target ship, you negate any bonus it gets from Evasive Flying. | Evasive Flying | NOW |
Trouble Sense | Police Officer± | You are easily able to spot trouble before it happens. You gain a +1d6 bonus to Initiative checks. | | NOW |
Out of Place | Police Officer± | You know the signs of suspicious behavior. You gain a +1d6 bonus to checks made to spot unusual or criminal activity. | | NOW |
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 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 |
Backup | Police 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-Surveillance | Police 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 |
Corruption | Politician± | 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 |
Idealist | Politician± | 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 Elections | Politician± | 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 Elections | NOW |
Public Speaker | Politician± | 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 |
Confessional | Priest± | 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 Faith | Priest± | Your faith lends you peace of mind and an inner tranquillity which is hard to penetrate. You gain +5 to your Mental Defense. | | NOW |
Respect | Priest± | 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 Tough | Prisoner± | 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 |
Shiv | Prisoner± | 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 |
Snoop | Private 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 Force | Private 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 Detective | Private 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-Boiled | Private Eye± | Cynical and rumpled, you gain a +4 bonus to Mental Defense. | | NOW |
Discern Lie | Reporter± | You always know when somebody is lying to you. | | NOW |
Ask the Right Questions | Reporter± | 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 Skills | Reporter± | You gain 3 ranks in computers, journalism, and one skill from a choice of law, politics, or economics. | | NOW |
Big Scoop | Reporter± | 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 Source | Reporter± | 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 Hack | Reporter± | 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 Port | Sailor± | 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 |
Grog | Sailor± | While you may well enjoy a drink, you never suffer any penalties from intoxication via alcohol. | | NOW |
Hold Breath | Sailor± | You gain two additional countdown dice when holding your breath. | Swimmer | NOW |
Lookout | Sailor± | Lookout duty is a mandatory part of a sailor’s life. You gain +1d6 to perception checks. | | NOW |
Sea Legs | Sailor± | 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 |
Seasick | Sailor± | You are immune to the Sick condition. | | NOW |
Sea Weather | Sailor± | You are able to ignore the effects of rain, wind, mist, and fog. | | NOW |
Swimmer | Sailor± | You gain a Swim speed equal to your regular Speed. | | NOW |
Scientific Knowledge Base | Scientist± | 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 Eye | Scientist± | 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 |
Improviser | Scientist± | 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 Device | Scientist± | 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 |
Ambusher | Scout± | You gain a +1d6 bonus to access the ambush turn. | | NOW |
Hustle | Scout± | Your Speed increases by 2. Hostile Terrain. You do not suffer penalties for moving across difficult terrain. | | NOW |
Swimmer | Scout± | You gain a Swim speed equal to your regular Speed. | | NOW |
Climber | Scout± | You gain a Climb speed equal to your regular Speed. | | NOW |
Inspiring | Sensei± | You inspire respect in your students. Those within 30' of you can claim a +1d6 bonus to any attribute roll once per day. | | NOW |
Teacher | Sensei± | 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, Teacher | NOW |
Heirloom Weapon | Sensei± | You gain one high quality Eastern weapon. | | NOW |
First Aid | Sensei± | 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 |
Smuggle | 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. | | NOW |
Haggler | Smuggler± | 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 |
Fence | Smuggler± | In an urban environment, you can sell goods for 75% of normal cost rather than 50%. | | NOW |
Seat of Your Pants | Smuggler± | Smugglers rely a lot on old-fashioned luck and bravado. They can recharge their Luck pool an extra time per day. | | NOW |
Vantage Point | Sniper± | 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 Eye | Sniper± | All weapon range increments increase by 50%. | | NOW |
Good Position | Sniper± | You cannot be pinned down or suffer the effects of a crossfire in combat. | | NOW |
High Class | Socialite± | 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 Scars | Soldier± | 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 Naps | Soldier± | You’ve learned to manage with little sleep. As long as you get 4 hours, you count as fully rested. | | NOW |
Get on With It | Soldier± | 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 Off | Soldier± | Once per day you may automatically shake off a condition as a free action. | | NOW |
Platoon Leader | Soldier± | You grant your entire party a +1d6 Initiative bonus as long as they are within 30' of you. | | NOW |
False Identity | Spy± | 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 Gun | Spy± | 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 Grid | Spy± | 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 Grid | NOW |
Monologue | 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. | | NOW |
Miraculous Escape | Spy± | Once per day you may automatically succeed in one attempt to escape handcuffs or other restraints. | | NOW |
“Q” Branch | Spy± | You start play with one gadget of your choice from Action Equipment. | | NOW |
The Filth | Street 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 Tough | Street Thug± | Life on the streets is tough. You gain a natural +2 SOAK. | | NOW |
Walker | Student± | Before you learned to drive you had to walk everywhere. You gain Speed +1. | | NOW |
Mentor | Student± | 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 Crowd | Student± | 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 Club | Student± | 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 |
Wheels | Student± | 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 Bone | Stuntman± | You’ve broken what seems like most every bone in your body at one time or another. You gain natural SOAK 5. | | NOW |
Fast-Healer | Stuntman± | 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 Up | Stuntman± | Once per day you can patch yourself up, recovering 2d6 Health. This takes two actions. | | NOW |
Resilient | Stuntman± | You have an extra 2d6 Health. | | NOW |
Jumping Off Buildings | Stuntman± | You take half normal falling damage. | | NOW |
Grit Your Teeth | Stuntman± | 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 Poison | Survivalist± | 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 Resistance | Survivalist± | 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 Knowledge | Survivalist± | You know a lot about animals. You automatically know the vulnerabilities and abilities of any creature of the beast creature type. | | NOW |
Move Without Trace | Survivalist± | 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 Weapon | Survivalist± | 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 |
Advice | Teacher± | You may freely donate your LUC dice to anybody within 30'. The dice must be used immediately. | | NOW |
Role Model | Teacher± | Allies within 30' of you gain +2 Mental Defense. | | NOW |
Textbook | Teacher± | 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 |
Professor | Teacher± | 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 Century | Trader± | 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 Routes | Trader± | You know the best, most profitable trade routes. Your fuel costs are reduced by 20%. | | NOW |
Haggler | Trader± | You know how to get a good deal. You reduce the cost of any purchase by 2d6%. | | NOW |
Inside Contacts | Vigilante± | 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 City | Vigilante± | Choose a city or other area. In that area, you receive +1d6 on checks made to hide or move quietly. | | NOW |
Iconic Vehicle | Vigilante± | 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 Weapon | Vigilante± | You gain a high-quality melee weapon of your choice. You do +1d6 damage when using this weapon. | | NOW |
Defensive Stance | Warrior-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 Fist | Warrior-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 Fist | Warrior-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 Skin | Warrior-monk± | Your training grants you +2 natural SOAK. | | NOW |
Martial Leap | Warrior-monk± | Increase both your vertical and horizontal Jump distances by 5'. | | NOW |
Martial Technique Base | Warrior-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 Mountain | Warrior-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 Stance | NOW |
Weapon Synthesis | Warrior-monk± | When using any Eastern weapon, you gain one free unarmed melee attack whenever you make two weapon attacks. | | NOW |
Zen Mind | Warrior-monk± | You gain +4 to your Mental Defense. | | NOW |
Acid Blood | Ogre‡ | 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 |
Darksight | Ogre‡ | Ogres can see in the dark as though it were normal daylight. | | OLD |
Smelly | Ogre‡ | No matter what they do, Ogres smell bad. They take a permanent –1d6 penalty to any attempts at stealth. | | OLD |
Thick Hide | Ogre‡ | Ogres are extremely tough, with leathery skin. They gain +2 natural SOAK to physical attacks. | | OLD |
Cultural Weapon | Grand Elf‡ | Grand Elves begin play with a free musket or pistol. | | OLD |
Fey | Grand Elf‡ | Elves of all types are considered Fey. | | OLD |
Magic Sense | Grand 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 |
Meditation | Grand 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 Magical | Grand Elf‡ | Grand Elves begin play knowing one free magical secret. | | OLD |
Fey | Sylvan Elf‡ | Elves of all types are considered Fey. | | OLD |
Healthy | Sylvan Elf‡ | Sylvan Elves are completely immune to illness and disease of a non-magical nature. | | OLD |
Nature Affinity | Sylvan Elf‡ | All Sylvan Elves know either the secret of plants or the secret of beasts. | | OLD |
Trance | Sylvan 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-dwellers | Sylvan Elf‡ | Sylvan Elves gain a Climb speed equal to their regular Speed. | | OLD |
Darksight | Mountain 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 |
Earthy | Mountain Dwarf‡ | Mountain Dwarves automatically know the secret of earth, although Mountain Dwarves with Magic attributes are rare. | | OLD |
Iron Constitution | Mountain Dwarf‡ | Mountain Dwarves are not affected by non-magical poisons, with the exception of alcohol. | | OLD |
Sturdy | Mountain 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 |
Bloodlust | Orc‡ | 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 |
Darksight | Orc‡ | Orcs can see clearly in the dark as though it were daylight. However, bright sunlight hurts their eyes, inflicting a –2 Defense penalty. | | OLD |
Glory | Orc‡ | 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 |
Evasion | Smallfolk‡ | 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 |
Stubborn | Smallfolk‡ | 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 Worship | Acolyte‡ | Once per day, you may pray to your deity and refresh your Luck (or "faith" as you view it) dice pool. | | OLD |
Outdoorsman | Farmhand‡ | You know the secret of planets. | | OLD |
Silver Spoon | Noble‡ | Your wealthy upbringing means that you start play with 1,000 bonus gold coins and a superior quality set of clothing. | | OLD |
Page Gear | Page‡ | You start play with a superior set of clothing and a high-quality musical instrument. | | OLD |
Fleet | Primitive‡ | You gain +2 to your Speed when outdoors in a non-urban environment. | | OLD |
Life On The Streets | Urchin‡ | Accustomed to sleeping rough, you heal a bonus 1d6 Health each day. | | OLD |
Prestidigitation | Wizard'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 |
Concoction | Alchemist‡ | 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 Alchemy | Alchemist‡ | 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 Concoction | Alchemist‡ | 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 5 | OLD |
Greater Healing Potion | Alchemist‡ | Your healing ability using your alchemy kit improves. You may now restore 3d6 Health. | Healing Potion, Alchemy 3 | OLD |
Healing Potion | Alchemist‡ | 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 Concoction | Alchemist‡ | 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 3 | OLD |
Strong Concoction | Alchemist‡ | One concoction you can create using the Concoction exploit now moves targets two stages along that status track. | Concoction, Alchemy 3 | OLD |
Protective Oil | Alchemist‡ | 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 |
Bowyer | Archer‡ | 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 Aim | Archer‡ | When aiming, your bonus to hit increases to +2d6. | | OLD |
Double Shot | Archer‡ | 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 Shot | Archer‡ | 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 Shot | OLD |
Long Shot | Archer‡ | 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 Shot | Archer‡ | You fire faster; once per turn you can fire two shots at a single target instead of one. | | OLD |
Stand Your Ground | Archer‡ | As long as you do not move, you can plant arrows in the ground and loose two shots every action. | AGI 8+, Rapid Shot | OLD |
Create Poison | Assassin‡ | 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 Blow | Assassin‡ | Your damage bonus for attacking unaware targets increases to +4d6. | Surprise Attack | OLD |
Poison Resistance | Assassin‡ | 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 Kill | Assassin‡ | 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 Attack | Assassin‡ | If you successfully hit a target that is unaware of you, you gain a +2d6 damage bonus. | | OLD |
Weak Point | Assassin‡ | 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 Visage | Barbarian‡ | 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 |
Feral | Barbarian‡ | You gain a bite attack; your natural damage increases by +1d6 and becomes piercing damage. | | OLD |
Fleet Of Foot | Barbarian‡ | In an outdoor environment, you gain a +2 bonus to your Speed. | | OLD |
Hides And Skins | Barbarian‡ | 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 Skin | Barbarian‡ | Your natural SOAK bonus increases to +4. | Leathery Skin | OLD |
Keen Senses | Barbarian‡ | You gain +1d6 to perception checks. | | OLD |
Leathery Skin | Barbarian‡ | You gain +2 natural SOAK from hard, conditioned, leathery skin. | | OLD |
Mighty Leap | Barbarian‡ | Your horizontal free jump distance increases by 5' (one square). | | OLD |
Natural Serenity | Barbarian‡ | 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 Terrain | OLD |
Primal Charge | Barbarian‡ | When charging, you howl and screech, moving twice your Speed and gaining +2d6 to damage. | Fleet of Foot | OLD |
Reap The Whirlwind | Barbarian‡ | You may spend two actions to make one melee attack against every adjacent foe. You cannot add additional exploits to these attacks. | | OLD |
Sacred Terrain | Barbarian‡ | 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 Visage | Barbarian‡ | You are covered in scars. You are immune to the Bleeding status track below the Extreme stage. | Beastly Visage, Leathery Skin | OLD |
Set In The Old Ways | Barbarian‡ | You gain +5 to your Mental Defense. | | OLD |
Trophy Collection | Barbarian‡ | 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 Ways | OLD |
Catburglar | Burglar‡ | An expert at climbing, you do not take any die penalties in combat while climbing (climbing normally inflicts a –2d6 die penalty). | | OLD |
Climber | Burglar‡ | Your climbing speed becomes equal to your regular Speed. | Cat Burglar | OLD |
Grand Heist | Burglar‡ | You commit a robbery. Gain a bonus 3d6×100 gc. You may repeat this exploit, gaining 3d6×100 gc each time. | | OLD |
Sixth Sense | Burglar‡ | 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 |
Locksmith | Burglar‡ | 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 |
Beatification | Cleric‡ | You gain the Virtue of your god. Additionally, all damage you do is damage of that Virtue type, whatever the delivery instrument. | Religion 6 | OLD |
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. | Portfolio | OLD |
Divine Touch | Cleric‡ | 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. | Portfolio | OLD |
Portfolio | Cleric‡ | 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 Virtue | Cleric‡ | 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. | Portfolio | OLD |
Blood Magic | Diabolist‡ | 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 Pact | OLD |
Demonic Traits | Diabolist‡ | 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 Pact | OLD |
Faustian Pact | Diabolist‡ | 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 |
Imp | Diabolist‡ | 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 Mysteries | Diabolist‡ | 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 Animals | OLD |
Animal Companion | Druid‡ | 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 |
Ageless | Druid‡ | You no longer age and become effectively immortal, saving accidental death. | Poison Immunity | OLD |
Beast Form | Druid‡ | 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 Link | Druid‡ | 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 Companion | OLD |
Elemental Druid | Druid‡ | You gain any two of the secrets of air, earth, fire, and water. | | OLD |
Greater Beast Form | Druid‡ | You may now change into a large or tiny animal. | Beast Form | OLD |
Nature’s Passage | Druid‡ | 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 Priest | Druid‡ | You gain the secret of beasts and the secret of plants. | | OLD |
Poison Immunity | Druid‡ | You become immune to all poisons and poison damage. | | OLD |
Speak With Animals | Druid‡ | You may freely speak with animals, although they do not gain special intelligence or knowledge. | | OLD |
Fiery Affinity | Firemage‡ | 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 Resistance | OLD |
Fire Resistance | Firemage‡ | You permanently gain SOAK 5 (fire). However, you also suffer Vulnerability (1d6) to cold. | | OLD |
Firebolt | Firemage‡ | 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 Touch | OLD |
Firebolt, Greater | Firemage‡ | Your Firebolt’s damage increases to 3d6 fire. | Firebolt | OLD |
Firesculptor | Firemage‡ | 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 Aura | Firemage‡ | 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 Touch | OLD |
Crowd’s Worship | Gladiator‡ | 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. | Exhibitionist | OLD |
Exhibitionist | Gladiator‡ | Victory gives you strength. You replenish your Luck pool by 1 die every time you defeat an opponent. | | OLD |
Fake Wounds | Gladiator‡ | 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 Cut | Gladiator‡ | Your successful strikes move your target one stage along the Bleeding status track. | | OLD |
Gladiator’s Skills | Gladiator‡ | 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 |
Showoff | Gladiator‡ | 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 Move | Gladiator‡ | 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 Skills | OLD |
Surprise Recovery | Gladiator‡ | 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 Wound | OLD |
Unusual Weapon | Gladiator‡ | 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 Condition | Herbalist‡ | 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 |
Depressant | Herbalist‡ | 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 Herbs | Herbalist‡ | 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 Ward | Herbalist‡ | 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 |
Stimulant | Herbalist‡ | 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 Magic | Inquisitor‡ | 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 Magic | OLD |
Inquisitor Mask | Inquisitor‡ | 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 Sight | Inquisitor‡ | You gain the secret of humanoids, and gain one rank in the compulsion, divination, and abjuration skills. | Inquisitor's Mask | OLD |
Magic Resistance | Inquisitor‡ | You gain SOAK 5 (magic). This applies to any damage caused directly by magic; it does not apply to indirect damage. | | OLD |
Sense Magic | Inquisitor‡ | You are able to sniff out magic within 60'. | | OLD |
True Sight | Inquisitor‡ | 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 Sight | OLD |
Bonded Mount | Knight‡ | 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 |
Jouster | Knight‡ | 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 |
Jumper | Knight‡ | Your horse’s free Jump distance increases by 5' horizontally and 5' vertically. | | OLD |
Knight’s Banner | Knight‡ | Allies within 30' of you also become immune to the Fear status track. | Knight's Courage | OLD |
Knight’s Courage | Knight‡ | You become immune to the Fear status track. | Knight's Honor | OLD |
Knight’s Honor | Knight‡ | Your courage and honor are such that you automatically succeed in attempts to shake off Fear status track effects. | | OLD |
Might Is Right | Knight‡ | 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 Mount | OLD |
Black Knight | Knight-errant‡ | You are known as a dark knight, an agent of evil. All damage you do is Evil damage. | Evil Portfolio | OLD |
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. | Portfolio | OLD |
Great Deed | Knight-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 Hands | Knight-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. | Portfolio | OLD |
Slayer | Knight-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 Deed | OLD |
Anatomist | Loremaster‡ | You automatically know the resistances and vulnerabilities of any creature you encounter. | | OLD |
Experienced | Loremaster‡ | 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. | Ritual | OLD |
Identify | Loremaster‡ | You can automatically identify a magical item, its name, and its properties. | | OLD |
Language Lore | Loremaster‡ | You gain the scholastic ability to speak or read any unknown language with a Difficult [16] LOG check. | | OLD |
Language Mastery | Loremaster‡ | You can now speak or read any unknown language automatically. | Language Lore | OLD |
Ritual | Loremaster‡ | 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 |
Secrets | Loremaster‡ | You learn four magical secrets. | | OLD |
Wise Counsel | Loremaster‡ | 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 Base | Mage‡ | 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 Secret | Mage‡ | 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 |
Attuned | Mage‡ | 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 Base | Mage‡ | 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 Base | OLD |
Familiar | Mage‡ | 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 |
Learned | Mage‡ | When using any [lore] skill as part of a dice pool, you may reroll any 1s. | | OLD |
Specialization | Mage‡ | 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 Base | OLD |
Advance! | Man-at-Arms‡ | Proficient at charging across poor terrain or mud, you ignore difficult terrain when charging. | | OLD |
Equipped | Man-at-Arms‡ | You start play with a high quality sword, spear, or suit of chainmail. | | OLD |
Hold The Line | Man-at-Arms‡ | When standing adjacent to an ally, you both gain a 1d6 cover bonus. | | OLD |
Shield-Bearer | Man-at-Arms‡ | Any shield you wear increases its Defense bonus by +4. | | OLD |
Shield Wall | Man-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 Song | Minstrel‡ | Select a song that you know. That song will now affect beasts as well as sentient beings. | Song | OLD |
Instrument | Minstrel‡ | 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 |
Projection | Minstrel‡ | You use the power of your voice to increase the radius of your songs to 60'. | Song | OLD |
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. | Instrument | OLD |
Cloak Flourish | Musketeer‡ | 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 Charge | Musketeer‡ | 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-whip | Musketeer‡ | 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 Reload | Musketeer‡ | You can fire your musket every action, rather than just once per turn. | | OLD |
Swashbuckler | Musketeer‡ | Your swashbuckling swordplay gives you any two of the following universal exploits: Disarm, Sidestep, Taunt. | | OLD |
Whites Of Their Eyes | Musketeer‡ | 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 Visage | Necromancer‡ | 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 Dead | OLD |
Eyes Of The Dead | Necromancer‡ | You share the senses of the undead, gaining darksight 60'. | | OLD |
Necromantic Lore | Necromancer‡ | 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 Us | Necromancer‡ | Undead of a lower grade than yourself are unable to attack or harm you in any way. | Corpse Visage | OLD |
Touch Of The Grave | Necromancer‡ | 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 Servant | Necromancer‡ | 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 |
Undeath | Necromancer‡ | 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 Us | OLD |
Vampiric Touch | Necromancer‡ | 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 Grave | OLD |
Crows’ Nest | Pirate‡ | You have spent many hours on the lookout. You can always access the ambush turn. | | OLD |
Hook | Pirate‡ | 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 Reputation | Pirate‡ | 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 Reputation | Pirate‡ | 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 Reputation | OLD |
Keelhauled | Pirate‡ | You’ve been keelhauled or felt the lash of the cat at least once. You gain natural SOAK 2. | | OLD |
Polly | Pirate‡ | You gain a small bird (crow, parrot, owl, etc.) as an animal companion. See the Druid career for information on animal companions. | | OLD |
Rigging | Pirate‡ | You do not suffer penalties for fighting while climbing. | | OLD |
Prison Tough | Prisoner‡ | 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 |
Shiv | Prisoner‡ | 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 Whisperer | Ranger‡ | 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 |
Beastmaster | Ranger‡ | 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. | Companion | OLD |
Nature’s Camouflage | Ranger‡ | 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 Secrets | Ranger‡ | 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 Stride | Ranger‡ | You are not affected by difficult terrain caused by plants or undergrowth. | | OLD |
Street Tough | Ruffian‡ | 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 Port | Sailor‡ | 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 Rigging | Sailor‡ | 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 Breath | Sailor‡ | You gain two additional countdown dice when holding your breath. | Swimmer | OLD |
Lookout | Sailor‡ | Crow’s nest duty is a mandatory part of a sailor’s life. You gain +1d6 to perception checks. | | OLD |
Peg Leg | Sailor‡ | 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 Legs | Sailor‡ | 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 Shanty | Sailor‡ | 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 Weather | Sailor‡ | You are able to ignore the effects of rain, wind, mist, and fog. | | OLD |
Swimmer | Sailor‡ | You gain a Swim speed equal to your regular Speed. | | OLD |
Alchemical Armor | Smith‡ | 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 Weapon | Smith‡ | 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 Forge | Smith‡ | 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 12 | OLD |
Chink In The Armor | Smith‡ | 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 Forge | Smith‡ | 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 7 | OLD |
Forge | Smith‡ | You forge yourself a single standard quality weapon (weaponsmithing) or suit of armor (blacksmithing), which you gain for free. | Weaponsmithing or Armorer | OLD |
Legendary Forge | Smith‡ | 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 15 | OLD |
Lore Of The Masters | Smith‡ | You are able to identify rare or magical weapons and armor without making an attribute check. | | OLD |
Maintenance | Smith‡ | 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 Forge | Smith‡ | 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 10 | OLD |
Quality Forge | Smith‡ | 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 4 | OLD |
Dress Wounds | Squire‡ | 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 |
Etiquette | Squire‡ | 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 Guardian | Squire‡ | 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-bearer | Squire‡ | You can carry a flag or banner which grants allies who can see it +1d6 to Initiative checks. | | OLD |
Sword-sharpener | Squire‡ | 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 Bane | Undead 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 Ward | Undead Hunter‡ | You learn the secret of undead. Divine Strike. Your attacks do Good damage to the undead. | | OLD |
Holy Symbol | Undead Hunter‡ | Brandishing your holy symbol aloft, your Turn Undead ability now pushes the undead two steps along the Fear status track. | Turn Undead | OLD |
Lore Of The Dead | Undead Hunter‡ | You can identify undead creatures by sight and know their weaknesses. | | OLD |
Special Enemy | Undead 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 Dead | OLD |
Stench Of Death | Undead Hunter‡ | You can sense the presence of the undead within 30'. | | OLD |
Turn Undead | Undead 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. | Stalwart | OLD |
Defensive Stance | Warrior-monk‡ | You gain +4 to your Melee Defense. This does not stack with Drunken Fist. | | OLD |
Drunken Fist | Warrior-monk‡ | When intoxicated through alcohol, you gain +4 to both your Melee and Ranged Defense. This does not stack with Defensive Stance. | | OLD |
Elemental Fist | Warrior-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 Fist | Warrior-monk‡ | Your unarmed damage increases by 1d6. Iron Skin. Your training grants you +2 natural SOAK. | | OLD |
Martial Leap | Warrior-monk‡ | Increase both your vertical and horizontal Jump distances by 5'. | | OLD |
Martial Technique Base | Warrior-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 Stance | Warrior-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 Stance | OLD |
Weapon Synthesis | Warrior-monk‡ | When using any Oriental weapon, you gain one free unarmed melee attack whenever you make two weapon attacks. | | OLD |
Zen Mind | Warrior-monk‡ | You gain +4 to your Mental Defense. | | OLD |
Chaser | Watchman‡ | When chasing someone, your Speed increases by +2. | | OLD |
Clues | Watchman‡ | If there are clues to be discovered at the scene of a crime, you automatically find them within 5 minutes. | | OLD |
Sap | Watchman‡ | 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 Sense | Watchman‡ | You are able to spot trouble before it happens. You gain a +1d6 bonus to Initiative checks. | | OLD |
Vigilant | Watchman‡ | Constantly vigilant, you are hard to surprise. You gain a +1d6 die bonus to access the ambush turn. | | OLD |
Petty Larceny | Delinquent° | 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 |
Vandal | Delinquent° | 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 |
Speedy | Juve° | 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 |
Juvebunny | Juve° | 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 Kid | Juve° | You gain one rank in each of the following
skills: computers, electronics, engineering. | | JDW |
Shiv | Juve 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 Stare | Juve 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 Homies | Juve 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 Stare | JDW |
Academy Of Law Curriculum | Cadet° | 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 Clone | JDW |
Air Tricks | Bat Glider° | You have superb control over your
Bat-Glider and are able to reverse direction
180º with a free action. | | JDW |
I Am The Night | Bat Glider° | You can use your gliding skill
instead of stealth to sneak through the air using
your Bat-Glider. | | JDW |
Wing And A Prayer | Bat Glider° | You move your SPEED, swooping
down and grabbing a medium-sized target partway
through the glide and swooping up again. | | JDW |
Home Sweet Home | Blocker° | When in your Block you can
pause for two actions once per day and get a second
breath, recovering half your HEALTH. | | JDW |
Stash | Blocker° | 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 Deal | Blocker° | 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 Base | Boffin° | 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 Eye | Boffin° | 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 |
Modify | Boffin° | 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 Science | Boffin° | 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 Know | Boffin° | 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 Science | JDW |
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® Killer | Boinger° | After the first Boing®
you can make an AGI (boinging) melee attack to
Boing® into a foe. | | JDW |
Cutting Gear | Boinger° | You escape as a free action once the
Boing® has come to a stop. | | JDW |
Quick Spray | Boinger° | You can get boinged up with two actions
rather than the usual full minute. | | JDW |
Come To A Stop | Boinger° | 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® Killer | JDW |
Combat Hardened | Citi-Def° | You gain +2 SOAK. | | JDW |
Level By Level | Citi-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 Defence | Citi-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 Commando | Citi-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 Support | Citi-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 Key | Citizen° | 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 Crowd | Citizen° | 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 Flipper | Citizen° | You gain a menial job for a while.
You gain +2 REP. | | JDW |
Job Savvy | Employee° | 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 Responsibilities | Employee° | You got promoted at work
and gain +2 REP. | | JDW |
Hard At Work | Employee° | 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 Dawn | Employee° | You can survive on just
4 hours’ sleep a night. | | JDW |
Lucky Streak | Gamer° | Roll 3d6 and multiply by 100. You
gain that many credits. You may repeat this exploit,
gaining 3d6x100 credits each time. | | JDW |
Cheat | Gamer° | You know a couple of tricks. In a game of
chance, you may reroll any 1s in your dice pool. | | JDW |
Chancer | Gamer° | You may spend 5 minutes once per day
to replenish your LUCK pool an additional time. | | JDW |
Loan Shark | Gamer° | 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 Is | Gamer° | 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 |
Wallcrawler | Jaeger° | You gain a CLIMB speed equal to your
regular SPEED. | | JDW |
Daring Jumper | Jaeger° | You gain +5’ to your horizontal
jump distance. | | JDW |
Get Back Up | Jaeger° | You have had your fair share of falls.
You may stand from prone as a free action. | | JDW |
Managed Fall | Jaeger° | 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 Press | Journalist° | 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 |
Source | Journalist° | 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 Pass | Journalist° | 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 Record | Journalist° | 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 Metal | King 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 Warrior | King 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 Locked | King 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 Mile | King 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 Savvy | King 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 Buddy | Nark° | 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 Observer | Nark° | 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 Eye | Nark° | 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 Watching | Peeper° | 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 Gear | Peeper° | You gain a surveillance kit
which includes binoculars, trackers, bugs, and other
similar devices. | | JDW |
Vantage Point | Peeper° | You are comfortable perching
somewhere high up, and always succeed in your
check to access the ambush turn when you do so. | | JDW |
Star Child | Peeper° | 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 Did | Peeper° | 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 |
Blackmailer | Peeper° | You gain 1,000cr. | | JDW |
Troublesense | Private Investigator° | You are easily able to spot trouble before
it happens. You gain a +1d6 bonus to initiative checks. | | JDW |
Out Of Place | Private Investigator° | You know the signs of suspicious behaviour.
You gain a +1d6 bonus to checks made to
spot unusual or criminal activity. | | JDW |
Anti-surveillance | Private 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 Fists | Private 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 Office | Private 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 Advice | Psyker° | 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 |
Precog | Psyker° | Your natural precognition gives you a +1d6
bonus to INITIATIVE checks as well as checks to
access the ambush turn. | | JDW |
Fair Trade | Psyker° | 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 Interrogation | Psyker° | 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-dead | Psyker° | 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 Motive | Psyker° | You are able to sense strong emotions
within 30’, although you cannot necessarily
pinpoint their location. | | JDW |
Mind Barrier | Psyker° | You have learned psionic techniques
that protect your mind from harm. You gain a +5
bonus to MENTAL DEFENCE. | | JDW |
Sense Other | Psyker° | You can detect the presence of another
psyker if they come within 30’ of you. | | JDW |
Unseen | Scavenger° | 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 Junk | Scavenger° | 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 Unusual | Scavenger° | 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 Artist | Scrawler° | 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-surveillance | Scrawler° | 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 Savant | Scrawler° | 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 Combat | Scrawler° | 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 Time | Skysurfer° | You have gained fame in the skysurfing
circuit. Gain +2 REP and 500cr. You can take this exploit multiple times. | | JDW |
Need For Speed | Skysurfer° | 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 Balance | Skysurfer° | 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 Class | Social 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 Protection | Social 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 Inheritance | Social 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 |
Athletic | Sportsperson° | Choose four [physical] skills. You gain
these four skills at 1 rank (1d6). This does not increase
the rank of an existing skill. | | JDW |
Runner | Sportsperson° | You gain a +2 SPEED bonus. | | JDW |
Fit | Sportsperson° | You gain a +5 HEALTH bonus. | | JDW |
Signing Bonus | Sportsperson° | 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 |
Coach | Sportsperson° | 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 Contacts | Sportsperson° | 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-threat | Star°
| You gain the skills singing, dancing,
and acting at 1 rank (1d6). This does not increase
the rank of an existing skill. | | JDW |
Gigs | Star°
| 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 |
Captivating | Star°
| 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 |
Lullaby | Star°
| 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 Carpet | Star°
| 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 Together | Survivalist° | 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 Stash | Survivalist° | You gain 1,000cr worth of
gear, but no single item worth more than 100cr. | | JDW |
Survival Skills | Survivalist° | 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 Nut | Survivalist° | 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 Pockets | Survivalist° | 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 |
Gossip | Blackmailer° | 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 Choice | Blackmailer° | You can blackmail anybody into giving
you information with a REP mental attack. | | JDW |
Dirty Secrets | Blackmailer° | 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 Target | Blackmailer° | 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 |
Locksmith | Burglar° | You gain an exceptional quality
lockpicking kit. | | JDW |
Catburglar | Burglar° | An expert at climbing, you do not take
any die penalties in combat while climbing. | | JDW |
Sixth Sense | Burglar° | 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 |
Climber | Burglar° | Your climbing
speed becomes equal to your regular SPEED. | Catburglar | JDW |
Grand Heist | Burglar° | 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 |
Passkey | Burglar° | 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 Fence | Burglar° | 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 |
Toolkit | Chop Shop Mechanic° | You gain a set of high quality tools. | | JDW |
Fixer | Chop Shop Mechanic° | You gain a +1d6 bonus to any attempt to
repair something. | | JDW |
Technical Knowledge Base | Chop 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-tuner | Chop 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 Repair | Chop 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 Repair | Chop Shop Mechanic° | Your Robot Repair ability
increases to 2d6 points of HEALTH. | | JDW |
Best Route Finder | Cursed 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 Deal | Cursed 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 Down | Cursed 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 |
Transporter | Cursed Earth Smuggler° | You undertook an epic smuggling run.
You gain 1,000cr. | | JDW |
Smuggler | Cursed 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 Pants | Cursed Earth Smuggler° | Smugglers rely a lot on old-fashioned
luck and bravado. They can recharge
their LUCK pool an extra time per day. | | JDW |
Unseen | Dunk° | 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 Dip | Dunk° | You get a weekly income of 100cr
from picking pockets. This does not apply during downtime. | | JDW |
Palm Item | Dunk° | 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 Hitter | Dunk° | 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 Century | Fence° | You worked hard on a great
deal, and it netted you 1,000cr. You may repeat this
exploit, gaining 1,000cr each time. | | JDW |
Haggler | Fence° | 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 Loss | Fence° | 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 Location | Hacker° | 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 Monkey | Hacker° | 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 Man | Hacker° | 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 |
Hustle | Heister° | Your SPEED increases by 2. | | JDW |
Getaway Driver | Heister° | Increase the SPEED of any vehicle
you are driving by +2. | | JDW |
Safecracker | Heister° | You gain +1d6 to pick locks. | | JDW |
Favoured Weapon | Heister° | 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 Wound | Henchman° | 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 Mouthed | Henchman° | 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 Accident | Hitman (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 Blow | Hitman (Blitz Agent)° | Any attack you make during the ambush
turn gains a +2d6 bonus to attack. | | JDW |
Ambush | Hitman (Blitz Agent)° | You gain +2d6 to rolls made to access
the ambush turn. | | JDW |
Weak Point | Hitman (Blitz Agent)° | Once per enemy you may ignore any
SOAK score he possesses by targeting a weak spot. | | JDW |
Sneak | Hitman (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 Sense | Hitman (Blitz Agent)° | You cannot be ambushed. During the ambush turn, enemies cannot target you. | | JDW |
Impersonate | Kidnapper° | 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 Den | Kidnapper° | 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 Out | Kidnapper° | When using a club, you automatically
cause the Dazed condition with a successful hit. | | JDW |
Back Up | Mob Boss° | If within your own territory you can summon
1d6 henchmen to rapidly back you up. They
arrive within 5 minutes. | | JDW |
The Boss' Cut | Mob 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 Boys | Mob Boss° | While within 30' of you henchmen
and thugs under your command gain +1d6 to their
damage rolls. | | JDW |
Justice Department Mole | Mob 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 Up | Mobster° | If within your own block you can
summon 1d6 juve gang members to back you up. They
arrive within 5 minutes. | | JDW |
Anti-surveillance | Mobster° | 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 |
Earner | Mobster° | You have proven to other notable perps
that you know how to make money. Gain +2 REP. | | JDW |
That Smile | Mobster° | You rely on your charm a lot more
than the lower ranks of the gang does. Gain one
rank in three [social] skills.
| | JDW |
Intimidating | Muscle° | Intimidation is your way of life, especially
in the criminal underworld. When attempting
to intimidate a criminal, you gain a +1d6 bonus. | | JDW |
Leg Breaker | Muscle° | You do +1d6 damage when brawling. | | JDW |
Impersonate | Pongo° | 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 Change | Pongo° | 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 |
Beguiling | Pongo° | 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 Con | Pongo° | 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 Friend | Pongo° | 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 Forgettable | Pongo° | 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 Tough | Punk° | 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 System | Punk° | Punks work in gangs. For every allied
punk within 10' of you, you gain +1 to all DEFENCEs. | | JDW |
False Identity | Spy/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 Grid | Spy/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 Grid | JDW |
Safe House | Spy/Terrorist° | You can use a
safe house on any populated planet to grant your
off the grid ability to your entire party. | | JDW |
Monologue | Spy/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 Escape | Spy/Terrorist° | Once per day you may automatically
succeed in one attempt to escape handcuffs
or other restraints. | | JDW |
Hidden Weapon | Spy/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 Change | Spy/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 Wealth | Tap Artist° | You can automatically tell when
somebody has items worth stealing. | | JDW |
Prey | Tap 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 Plans | Wrecker° | You gain +2 SPEED when being pursued. | | JDW |
Lawmaster Kick | Advanced 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 Net | Advanced 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 Turn | Advanced Driving School° | The turning circle on your Lawmaster is reduced by 1 square (to a minimum of 1 square. | | JDW |
Emergency Stop | Advanced Driving School° | As an action, you can stop your
Lawmaster bike safely and almost instantaneously. | | JDW |
Painful Strike | Applied Violence° | Instead of causing damage with a melee attack, you can inflict the Pain condition instead. | | JDW |
Pacification | Applied 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 Chin | Applied Violence° | You have learned how to take
a blow. You gain +2 SOAK to melee attacks. This stacks with any other SOAK. | | JDW |
Quick Repair | Basic 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 Tweak | Basic 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 101 | Basic 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 Emotion | Basic Psionics° | You can automatically sense
strong emotions in those you can see. | | JDW |
Voice Of The Law | Citizen 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 |
Intimidate | Citizen 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 Control | Citizen Manipulation° | Your Voice of Law or Intimidate attacks
can now affect all targets within 30’ of you. | Voice Of The Law or Intimidate | JDW |
Perfect Aim | Combat Range° | The bonus you gain for the Aim
exploit increases to +2d6. | | JDW |
Good Position | Combat 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 Procedures | Trauma 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 Law | Rookie° | 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 Luck | Rookie° | Once per day you can recharge
your LUC pool by spending five minutes resting. | | JDW |
Only Knocked Out | Rookie° | 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 This | Rookie° | You are nimble; you gain +2 to your
RANGED DEFENCE score. | | JDW |
Distinction | Rookie° | You passed your rookie assignment
with distinction. You gain +2 REP. | | JDW |
Hardened | Rookie° | Your time as a cadet toughened you
physically and emotionally. You gain +2 to both
MENTAL and VITAL DEFENCE. | | JDW |
Weak Point | Med 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 Savant | Med 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 Bag | Med 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 Hands | Med 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 |
Diagnosis | Med 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 |
Merciful | Med Judge° | You are proficient at using your
Lawgiver’s electrical stun-charge setting, and double
the range increment when doing so. | | JDW |
Emergency Procedures | Med 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 Shot | Psi-Judge° | If you fi re at a perp before they get
to act, you get +1d6 to the attack roll. | | JDW |
Psychic Battery | Psi-Judge° | You have vast reserves of psychic
power. Roll 3d6. You gain that many additional
Power Points. | | JDW |
Mental Conditioning | Psi-Judge° | You have tougher mental defences
than most. You gain +4 MENTAL DEFENCE. | | JDW |
Precog Defence | Psi-Judge° | You instinctively sense attacks
before they happen. You gain +2 to both MELEE
and RANGED DEFENCE. | | JDW |
Psionic Power | Psi-Judge° | You gain one psionic power for
which you qualify. | | JDW |
The Law | Street Judge° | You are the LAW and perps
know this. Your intimidate skill increases to 6 ranks. | | JDW |
Judge Backup | Street 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 Savant | Street Judge° | Your riding skill increases
to 6 ranks.
| | JDW |
Fist Of A Judge | Street Judge° | You are trained in close quarters
combat. Your unarmed damage increases by +1d6. | | JDW |
Bouncer | Street Judge° | You are used to dealing with drunkards.
You gain a +1d6 bonus to all checks versus an intoxicated
Creature. | | JDW |
Troublesense | Street Judge° | You are easily able to spot trouble
before it happens. You gain a +1d6 bonus to
INITIATIVE checks. | | JDW |
No Collateral Damage | Street 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 Damage | Street 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 Damage | JDW |
Get On With It | Street 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 Adept | Street Judge° | You can use your free action to
change your Lawgiver’s ammunition type. | | JDW |
Technical Knowledge Base | Tek 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 |
Diagnostics | Tek 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 |
Explosives | Tek 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 Repair | Tek 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 Upgrade | Tek 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 |
Saboteur | Tek 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 Repair | Tek 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 Repair | Tek Judge° | Your Robot Repair ability increases to
2d6 points of HEALTH. | Robot Repair | JDW |
Boom-boom | Tek Judge° | When using a Lawgiver’s hi-explosive ammunition
type, the burst radius increases from 1 to 2. | | JDW |
Weak Point | Tek Judge° | You can spot the weak point in a
Robot, and can consequently ignore its SOAK by
expending a LUC die. | | JDW |
Need For Speed | Air Patrol° | You can push your H-Wagon to
the limit, adding +2 to its SPEED. | | JDW |
Turret Gunner | Air Patrol° | You gain +1d6 to your checks when
using the main weaponry of an H-Wagon. | | JDW |
Evasive Flying | Air Patrol° | When you are fl ying an h-wagon it
gains +4 DEFENCE. | | JDW |
Runner | Block Judge° | Block Judges do not have Lawmasters;
this means they have to run a lot more. You gain a
+2 SPEED bonus. | | JDW |
My Block | Block 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 There | Block 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 One | Block 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 Armoury | Block 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 Bullet | Bodyguard° | 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 Crowd | Bodyguard° | You are very hard to ambush.
Those attempting to ambush you suffer a
-2d6 penalty to their checks. | | JDW |
Durable | Bodyguard° | You are tough, trained to take damage.
You gain +2 natural SOAK. | | JDW |
Scrapper | Bodyguard° | You can fight with improvised weapons,
hand-to-hand, and daysticks with great skill. You
gain +1d6 to attacks with any of these. | | JDW |
Outnumbered | Bodyguard° | 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 |
Clues | Crime Scene Processor° | If there are clues to be found at a crime
scene, you locate them within 5 minutes. | | JDW |
Identify Substance | Crime Scene Processor° | You can identify by sight any
mineral or metal based substance automatically. | | JDW |
Inspiration | Crime 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 Resistance | Cursed Earth Circuit Judge° | You gain +5 SOAK (radiation). | | JDW |
Cursed Earth Hazards | Cursed Earth Circuit Judge° | You gain a +2d6 bonus to
spot hazards and traps. | | JDW |
Hostile Terrain | Cursed Earth Circuit Judge° | You do not suffer movement penalties
for moving across difficult terrain. | | JDW |
Last Stand Weapon | Cursed 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 Hunter | Cursed 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 System | Desk Judge° | You know how to deal with the bureaucracy of requisitions. You have double your normal requisition cap. | | JDW |
Systems Familairity | Desk 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 Know | Desk 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 Things | Exorcist° | In any 24 hour period, the
first time you suffer from the Afraid condition
you may ignore its effects. | | JDW |
Eldritch Eyes | Exorcist° | 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 |
Ghostbuster | Exorcist° | 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 Evil | Exorcist° | 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 Screw | Holocaust 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 Times | Holocaust 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 Team | Holocaust 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 |
Confessional | Interrogator° | 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 |
Interrogation | Interrogator° | When interrogating a subject, time
intervals are dropped by one category. | | JDW |
Recognise Lie | Interrogator° | You are an expert at spotting lies.
If your subject does not have the bluffing skill, you
automatically spot untruths. | | JDW |
Enhanced Interrogation | Interrogator° | 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 Base | Lab 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 |
Modify | Lab 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 Eye | Lab 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 Time | Maintenance° | You can always halve the time it
takes to do any kind of repair. | | JDW |
Fault Tester | Maintenance° | When a machine does not work you
know automatically what the problem is. | | JDW |
Quick Repair | Maintenance° | You can repair any machine in five
minutes, restoring half its total HEALTH score. | | JDW |
Constant Maintenance | Maintenance° | 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 Start | Manta 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 Pursuit | Manta Patrol° | You can push a tank to extreme
speeds, increasing its SPEED by 2. | | JDW |
Evasive Driving | Manta Patrol° | When you are driving a tank, it
gains +4 DEFENCE. | | JDW |
Damage Control | Manta 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 Hound | Public 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 Search | Public 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 Cams | Public 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 Records | Public 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 |
Observant | Public Surveillance Unit (PSU)° | You spot things really well, picking out
the tiniest clue. You gain +1d6 to perception checks. | | JDW |
Gas Attack | Riot 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 |
Shieldbrother | Riot 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 Arm | Riot 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 |
Rookie | Senior 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 Streets | Senior 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 Shot | Senior Judge° | When using your lawgiver you
do +1d6 damage. | | JDW |
Lawmaster Stunt | Senior 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 Voice | Senior Judge° | You have a really commanding
voice, one which rookies fear and awe. Your
intimidate skill increases to 10 ranks. | | JDW |
Battle Scars | Senior 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 Leader | Senior 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 Law | JDW |
360 No Scope | Sharpshooter° | 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 Lock | Sharpshooter° | 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 Point | Sharpshooter° | 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 Born | Space Corps° | You treat zero-g as a natural movement
mode, moving at your full SPEED. | | JDW |
Acclimatised | Space 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 Officer | Space Corps° | If you are commanding a starship,
all bridge officers gain a +1d6 bonus to starship operations
from your presence. | | JDW |
Intimidating | Special 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 |
Resources | Special 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 |
Implacable | Special 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 Date | Special 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 Smile | Special 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 Corruption | Special 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 Expertise | Supervisor° | You gain +1d6 to initiative checks and checks to ambush. | | JDW |
Advanced Tactics | Supervisor° | You grant your Tactical Expertise bonus to all allies with 30' of you. | Tactical Expertise | JDW |
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 It | Supervisor° | Once per day when you fail an interrogation
or intimidate check you can spend a LUC die
and choose to succeed instead. | | JDW |
Confusing Smile | Wally 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 |
Gossip | Wally 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 |
Impersonate | Wally 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 Grid | Wally 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 Change | Wally 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 Wally | Wally 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-corporeal | Half-ghost | Half 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 Biology | Half-ghost | As 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 |
Manifest | Half-ghost | A 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 |
Darksight | Half-ghost | Half Ghosts can see in the dark as though it were normal daylight. | | SOM |
They Always Try That! | Demonologist | You can spend a LUC die to automatically avoid a demonic attack. | | DD |
They Hate This | Demonologist | You know how to hurt demons. Whenever you do damage to a demon, your damage dice explode. | | DD |
Ancient Lore | Demonologist | You know all about demons, their weaknesses, and their strengths. You automatically recognize a demon’s type. | | DD |
Linguist | Demonologist | You can speak and understand any language, although it might sometimes take you a moment to figure it out. | | DD |
Bound By Voice | Demonologist | You 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 Struggle | Exorcist | You 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 Darkness | Exorcist | Your 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 Law | Exorcist | Your profession has been maligned for many years. You gain +2 REP. | | DD |
They Always Try That! | Demonologist | You can spend a LUC die to automatically avoid a demonic attack. | | SOM |
They Hate This | Demonologist | You know how to hurt demons. Whenever you do damage to a demon, your damage dice explode. | | SOM |
Ancient Lore | Demonologist | You know all about demons, their weaknesses, and their strengths. You automatically recognize a demon’s type. | | SOM |
Linguist | Demonologist | You can speak and understand any language, although it might sometimes take you a moment to figure it out. | | SOM |
Bound By Voice | Demonologist | You 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 Struggle | Exorcist | You 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 Darkness | Exorcist | Your 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 Law | Exorcist | Your profession has been maligned for many years. You gain +2 REP. | | DD |
Experienced | Guardian | Your 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 |
Heirloom | Guardian | You have an old item acquired during your travels. Choose one item that you own; this item becomes an artisanal item. | | DD |
Language Lore | Guardian | You gain the scholastic ability to speak or read any unknown language with a Difficult [16] LOG check. | | DD |
Learned | Guardian | You 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 |
Mentor | Guardian | Once per day you can spend five minutes with an ally and replenish their LUC dice pool. | | DD |
This Old Trick | Guardian | You know some old tricks which youngsters may not be aware of. You gain a bonus LUC die. | | DD |
Arcane Knowledge Base | Sorcerer | Choose four [sorcery] skills. You gain these four skills at 1 rank (1d6). This does not increase the rank of an existing skill. | | DD |
Attuned | Sorcerer | You 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 Magic | Sorcerer | 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. | | DD |
Familiar | Sorcerer | 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. | | DD |
Stake To The Heart | Vampire Slayer | When using a wooden stake, a Vampire Slayer does double damage to a vampire. | | DD |
The Stench Of Death | Vampire Slayer | Vampire Slayers can sense the presence of vampires, automatically recognizing one, and sensing the presence of any within 5' per point of INT. | | DD |
Death Strike | Vampire Slayer | When a Vampire Slayer reduces a vampire to zero HEALTH, the creature is immediately and permanently destroyed. | | DD |
Don't Bite Me! | Vampire Slayer | A Vampire Slayer’s blood is poisonous to a vampire. A vampire who bites a Vampire Slayer takes 3d6 damage. | | DD |