Table of Contents

Expert Talents

Applied Science: When you work on a long-term project that involves medicine or chemistry and requires a Progress Clock to be filled, you fill in one extra tick of the clock.

Combat Medic: Expend your special armor to resist any consequence while tending to a patient. Once expended, special armor does not refresh until your next downtime. Furthermore, you clear 1 Stress when you heal someone in a combat situation.

Field Scientist: When you study a mysterious artifact, substance or sample you can ask one of the following questions regardless of how well you roll: What could this do? How could this be dangerous?

Focused: Expend your special armor to resist a consequence of surprise or mental harm (such as fear, confusion, losing track of someone) or to Push Yourself when trying to solve a puzzle or figure something out. Once expended, special armor does not refresh until your next downtime.

Polymath: You speak a multitude of languages, and communication is almost never an issue for you. You are also broadly educated, and have a basic understanding of a wide variety of academic subjects. If there’s a question that someone with a basic background in an academic field might know, you probably know the answer.

Savant: You can Push Yourself to notice the tiniest details around you, instantly recall an event or remember a fact with perfect clarity, perform a complex calculation in a fraction of the time, or some other superhuman feat of raw brainpower. When you Push Yourself to activate this ability, you still get the normal benefits of Pushing Yourself.

Scholar: You get +1d when performing research, studying or gathering information from books, scholarly databases, official records, and the like.

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. If a contact is no longer relevant to your character, you can swap them for a new one.

Expedite: When working on a long-term project or complex task that requires a Progress Clock to be filled, you can spend 1 Cash to fill in an extra tick of the clock.

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.

Leader: When you coordinate a group action, reduce the amount of Stress you take by 1 (to a minimum of 0). When leading or commanding a group of NPCs to do something, they get increased scale (for example, a small group counts as a medium group).

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. When you engage someone in conversation, it is especially distracting.

Time Well Spent: You roll +1d whenever you make a roll to clear Stress during downtime. If you wish, you can use your downtime to reduce another character’s Stress instead of your own.

Hacker Talents

Advanced Persistent Threat: When you work on a long-term project that involves software or hacking and requires a Progress Clock to be filled, you fill in one extra tick of the clock.

Can’t Stop The Signal: Take +1d when you gather information using technology. You are always aware of online devices in your presence.

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 attempt or from technological security systems. Once expended, special armor does not refresh until your next downtime.

Mess with the Best: You get increased Effect on rolls made to hack something that’s being protected by a corporate netrunner or another hacker, or when you’re going toe-to-toe with another hacker.

Operator Talents

Ace: You can Push Yourself when driving or piloting something (including drones) 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 gadgets or 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: When you modify, alter or jury-rig a device or try to build something on the fly, the work is much faster than it should be and you don’t need all the parts or tools.

Personal Drone: Designate one of your drones to be your personal drone. You can swap out your personal drone’s Tags whenever you have downtime, i.e. you can swap Endurance for Performance. If you lose your personal drone, you can spend 3 Cash to replace it 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 from physical danger 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 a physical injury without spending any Stress. Once expended, special armor does not refresh until your next downtime.

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.

Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.

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.

Sharpshooter: You can Push Yourself to use a weapon at extreme ranges or perform a “trickshot” (i.e. ricochet a bullet around a wall), 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: The penalties you suffer from injury are one step less severe - so Serious Harm gives you reduced Effect rather than -1d to all rolls, for example. Going beyond Incapacitated still results in catastrophic damage or death, though.

Thief Talents

Catch Me If You Can: 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. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.

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: When you protect an ally in a stealth scene and suffer consequences instead of them, add +1d to any resistance rolls you make to mitigate the consequences. 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. You always know when an ally is under psionic attack, even if there are no visible signs.

Influence: You can Push Yourself as part of an Attune action to psionically 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.