Table of Contents

Fixer Talents

Big Mood: Pick a kind of social mood or dynamic, such as “friendly”, “formal” or “hostile”. Whenever you’re in a social situation and that’s the mood, take +1d to all social actions. You can take this Talent multiple times, picking a new kind of social dynamic each time.

Connections: Write down a person, community, organization or subculture to be affiliated with. They can help you out when the chips are down - once per session, and assuming you can get in touch with them, you can call on them for one favour. The group will be reluctant to offer favours that are too risky or expensive, and they will expect the same in return from you. You can take this Talent multiple times, picking a new contact each time.

Expedite: Spend 1 Cash to make any long and complex task take less time (a week to a few days, a day to an hour, an hour to minutes). This can’t be used on tasks that take less than an hour.

Fix the Odds: Expend your special armor to reduce or negate consequences for an ally as if they had passed a resistance roll. You should explain how you foresaw and/or prepared for this eventuality. Once expended, special armor does not refresh until your next downtime.

Plausible Deniability: You get +1d on all rolls made to cover up, lie about or conceal your or an ally’s involvement in suspicious or criminal activity.

Streetwise: You roll +1d on social or knowledge rolls when dealing with criminal acts, people and things.

Time Well Spent: Whenever you roll to reduce Stress during downtime, clear 1 extra point of Stress.

Hacker Talents

Can’t Stop The Signal: Take +1d when you gather information using technology.

Electronic Warfare: In combat, you can Push Yourself to hack a device, drone or augment “on the fly” in the middle of a fight. When you Push Yourself to activate this ability, you still get the normal benefits of Pushing Yourself.

Ghostrunner: Expend your special armor to reduce or negate consequences from a failed hacking roll. Once expended, special armor does not refresh until your next downtime.

Hack the Planet: Take +1d on all hacking rolls made against megacorporations and government or military organizations.

Mess with the Best: You roll +1d when resisting consequences that originate from hacking.

Social Engineer: Get +1d on all rolls when trying to trick someone into giving you sensitive information.

Operator Talents

Ace: You can Push Yourself when driving or piloting something to attempt a death-defying vehicular stunt without any reduced Effect. When you Push Yourself to activate this ability, you still get the normal benefits of Pushing Yourself.

Bot Herder: Expend your special armor to reduce or negate consequences that affect your drone or any of your other machines. Once expended, special armor does not refresh until your next downtime.

Field Mechanic: You roll +1d when repairing hardware of any kind, including drones and robots. You always know whether something can be fixed and what you’ll need to fix it.

MacGyver: You have increased Effect on rolls made to improvise, modify or jury-rig hardware of any kind. You may spend 2 Stress to get the benefit of an appropriate Asset that you’ve cobbled together from whatever you have available. You must be able to justify how you made it.

Personal Drone: Designate one of your drones to be your personal drone. Your personal drone can have more than the usual limit of 3 Tags. Also, you can swap your personal drone’s Tags whenever you have downtime. If you lose your personal drone, you can spend 3 Cash to replace with a day or so of work.

Saboteur: When you take an action to wreck, damage or sabotage something mechanical, the result is much quieter than it should be and the damage is hidden from casual inspection. You also get increased Effect when hiding explosives or concealing a trap.

Soldier Talents

Bodyguard: When you protect an ally and suffer consequences instead of them, add +1d to any resistance rolls you make to mitigate the consequences. You also get increased Effect when rolling to notice or find hidden dangers or potential attackers.

Extra Effort: Expend your special armor during a fight to Push Yourself or Resist Consequences without spending any Stress. Once expended, special armor does not refresh until your next downtime.

Leader: During a fight, you can spend Stress on behalf of your allies. You get increased Effect when leading or commanding a group of NPCs to do something.

Martial Artist: When using your bare hands, you can engage armed opponents or a group of up to 6 unarmed opponents in close combat without suffering any loss of Effect.

Peak Performance: You can Push Yourself to perform a feat of physical force that verges on the superhuman without suffering any reduced Effect. When you Push Yourself to activate this ability, you still get the normal benefits of Pushing Yourself. You can also carry a heavier load than most people without struggling.

Sharpshooter: You can Push Yourself to use a weapon at extreme ranges or suppress a group of enemies with a barrage of fire, without any loss of Effect. When you Push Yourself to activate this ability, you still get the normal benefits of Pushing Yourself.

Tough as Nails: At the end of any scene where you suffered a Minor Injury, you can immediately clear it without needing to rest or recover.

Thief Talents

Ambush: When you attack from hiding or spring a trap, get +1d to your roll.

Cat Burglar: You can Push Yourself to attempt a feat of superhuman athletics - whether it’s climbing, scaling, jumping, squeezing through, leaping over - without any reduced Effect. When you Push Yourself to activate this ability, you still get the normal benefits of Pushing Yourself.

Chameleon: When you use a disguise or other means of covert misdirection, you get +1d to any rolls to confuse or deflect suspicion.

Destructive Entry: When you try to bypass an obstacle such as a locked door and don’t roll a success, you may spend 1 Stress to succeed instead. This method will leave evidence behind (but won’t incriminate you specifically).

Infiltrator: When trying to bypass security measures, you don’t suffer reduced Effect from the quality, intricacy or sophistication of those measures.

Reflexes: Whenever there’s a question about who acts first, the answer is you.

Scout: During stealth scenes, you can spend Stress on behalf of your allies. When you hide in a prepared position or use camouflage, you get +1d to your rolls to avoid detection.

Shadow: Expend your special armor to reduce or negate consequences that result from detection or security measures. Once expended, special armor does not refresh until your next downtime.

Slippery: You can Push Yourself to attempt a feat of unlikely escape - from a restraint, cell, hold, grab or tie - without any reduced Effect. When you Push Yourself to activate this ability, you still get the normal benefits of Pushing Yourself.

Psionic Talents

Danger Sense: Expend your special armor to reduce or negate consequences that originate from another living creature with a mind that can be read. This usually only includes humans unless you have the Empathy Talent. Once expended, special armor does not refresh until your next downtime.

Empathy: Your psionic abilities extend to anything that has a mind, including animals and aliens. Whether due to simplicity or lack of common ground, you can only send and receive emotions and vague impressions from non-human creatures. You can’t communicate with words or impart detailed information.

Farseeing: Spend 1 Stress to remotely look through the eyes and hear through the ears of a person tied to you in some intimate way, like a close friend or family member. Spend another 1 Stress for each extra feature: it lasts for a minute rather than a moment - your target can also see and hear you - you may see through someone that is only familiar to you, not intimate.

Fortress of Iron Will: You receive +1d when resisting consequences that originate from psionics, including psionic intrusion from others and the reverberations of your own psychic energies. This also applies when you protect an ally from psionic consequences.

Influence: You can Push Yourself as part of an Attune action to magically influence the mind of a sentient being that you can see and communicate with by giving them a simple one sentence suggestion. The suggestion must be worded in such a manner as to make the course of action reasonable to the target. You can influence the target to perform actions they would normally be resistant to, but not something they would be diametrically opposed to doing. When you Push Yourself to activate this ability, you still get the normal benefits of Pushing Yourself.

Mind Raze: You are able to erase the memories of another person by touching their temples with your hands for a few minutes. You can erase memories from a specific period or about a specific subject. If the target is willing, no Attune roll is required. Erasing memories that are very significant or cover a long period of time takes longer, and may have a reduced Effect.