menu

Your character’s background and training before he enters play are collectively called his “Origin.” These valuable tools your character carries with him for his entire career. Each Origin consists of two parts — the character’s Talent (his natural acumen), and his Specialty (his initial training or life experience). A character’s Talent develops his attributes before he settles in for long, slow growth, while his Specialty exposes him to unique abilities in the form of a bonus feat. Both offer a variety of other benefits as well.
Each character may only benefit from one Origin (i.e. one combined Talent and Specialty), chosen at character creation. The character’s Origin benefits remain with him forever; they are never replaced or changed — even if a character’s career takes him in entirely new directions or presents entirely new opportunities. 
Bonus Contacts: When a Talent, such as Shrewd, or a Specialty, such as Contract Professional, grants the character 1 or more acquaintance-grade contacts, the character may combine them with each other or his other starting contacts, as appropriate (e.g. a Shrewd character may gain 2 acquaintance-grade contacts or 1 associate-grade contact, and if the character factors in his standard Level 1 contact, he may increase that 1 associate-grade contact to confederate-grade, etc.). For more information about contacts, see pages 144 and 458.
Free Gear Picks: When a Talent, such as Privileged, or a Specialty, such as Rescuer, allows the character to request a gear pick without spending an action die or making a Request check, the character need not sacrifice one of his gear picks to use the ability, either. For more information about Request checks, see page 219.
Focuses, Proficiencies, and Fortes: Origin options that grant “1 additional focus or forte” may only be used to gain 1 skill focus the character doesn’t already possess or 1 skill forte for a focus the character already possesses. Likewise, Origin options that grant “1 additional weapon proficiency” may only be used to gain 1 weapon proficiency the character doesn’t already possess or 1 weapon forte for a proficiency the character already possesses.
Special Note: All Talent names are adjectives and all Specialty names are nouns. You can easily describe your character’s Origin by combining the two: “shrewd city-dweller,” “gonzo journalist,” “grizzled soldier of fortune”.

talents

Many Talents adjust the character’s attributes. If a Talent indicates it can affect “any attribute” the player decides which attribute is adjusted. If a Talent indicates that the character’s highest or lowest attribute is adjusted, the player may choose which attribute to adjust in the case of a tie.

Special Note: The term “career level” occurs frequently in this section. For more information about career levels, see page 28.

Adaptable

You rely on a broad array of tactics rather than a single approach. No matter what happens, you come up with a workable solution — or at least a fair attempt.

  • You gain 1 additional Interest at Career Levels 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20.
  • You gain a +1 insight bonus with action die results. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Agile

You’re naturally fast on your feet, an asset that’s saved you from disaster many times.

  • +2 Dexterity, –2 Strength.
  • Your Speed increases by 5 ft.
  • Acrobatics is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • You gain a +1 insight bonus with Reflex saves. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Brainy

You’re smarter than most people, possibly because you were raised among academics or had the opportunity to indulge your curiosity about a wide range of subjects.

  • +2 Intelligence, –2 Strength.
  • You gain a +1 bonus with Knowledge checks. This bonus increases s by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
  • You gain 4 additional skill points at Career Level 1, and 1 additional skill point for each Career Level gained thereafter.

Burly

You’re built like a linebacker or can otherwise soak up and dish out punishment when needed.

  • +2 Strength, –2 Dexterity.
  • Your base Defense increases by 1.
  • You gain the Unarmed weapon proficiency (see page 28).
  • You gain 1 additional wound point at Career Level 1, and 1 additional wound point at Career Levels 4, 8, 12, 16, and 20.

Caustic

Your mouth frequently gets you into hot water, but it just as often saves you from worse punishment.

  • +2 Charisma, –2 Wisdom.
  • Once per session, you may apply a verbal Cheap Shot trick to an attack check targeting a character’s Charisma without suffering the standard –4 penalty or increased error range.
  • Intimidate is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • Your threat range with Manipulate skill checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Clever

You’re so tricky that you sometimes amaze even yourself!

  • +2 Intelligence, –2 Constitution.
  • You gain a +1 bonus with skill checks made to determine surprise. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
  • You gain a +1 insight bonus with Reflex saves. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Convincing

Your earnest presence makes you the envy of used car salesmen everywhere.

  • +2 Charisma, –2 Intelligence.
  • You gain 1 acquaintance-grade contact (see page 458). This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • Bluff is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • Your threat range with Impress checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Cunning

You survive by your wits, which ensures that they’re very, very sharp.

  • +2 Intelligence, –2 Wisdom.
  • Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
  • Tactics is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • Your threat range with Networking checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Daring

“Leap before you look” is your personal credo. Fortunately, you’re usually fast enough or lucky enough to get away with it. Usually.

  • +2 Dexterity, –2 Intelligence.
  • You gain a +1 insight bonus with Initiative checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
  • You gain a +1 insight bonus with action die results. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Disciplined

You’re in control of your life at all times and have the drive to accomplish anything to which you set your mind.

  • +2 to any 1 attribute, –2 to any 1 attribute.
  • You gain 1 additional focus or forte (see page 98).
  • You gain a +1 insight bonus with Will saves. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Fierce

You tend to bull your way through life, counting on your physical presence to carry the day.

  • +2 Strength, –2 Charisma.
  • You gain a +1 insight bonus with Initiative checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
  • Your threat range with Intimidate checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Fit

You lead a healthy, active life that lets you shrug off minor illness and other annoyances.

  • +2 Strength, –2 Intelligence.
  • Your Speed increases by 5 ft.
  • Athletics is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • You gain a +1 insight bonus with Fortitude saves. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Gifted

You’re a natural prodigy, capable of amazing accomplishments s in your particular field.

  • +2 to any 1 attribute, –2 to any 1 attribute.
  • Choose 1 skill. This is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • Choose 1 skill. Your threat range with checks made using this skill increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Gonzo

People wonder if maybe you’re a little crazy. You know better — you’re a lot crazy!

  • +2 to any 1 attribute, –2 to any 1 attribute.
  • You gain 1 additional Interest at Career Levels 0, 2, 6, 10, 14, and 18.
  • You gain 1 wound point at Level 1, and 1 additional wound point at Career Levels 4, 8, 12, 16, and 20.

Graceful

You never seem to miss a beat, physically or socially.

  • +2 Dexterity, –2 Constitution.
  • You gain 1 additional Interest at Career Levels 0, 2, 6, 10, 14, and 18.
  • Impress is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • Your threat range with Sleight of Hand checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Grizzled

You’re a gruff and intimidating figure, and if the world hasn’t killed you yet, it’s not likely to do so any time soon.

  • +2 Constitution, –2 Dexterity.
  • Your base Defense increases by 2.
  • You gain 1 additional wound point at Career Level 1, and 1 additional wound point at Career Levels 4, 8, 12, 16, and 20.

Mysterious

You probably smile a lot — just to make people nervous about your motives.

  • Your base Defense increases by 1.
  • Networking is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • Your threat range with Blend checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Orphaned

It’s a hard life, but somehow, you know you’re going to come out on top.

  • +2 to any 1 attribute, –2 to any 1 attribute.
  • You gain 1 additional weapon proficiency (see page 28).
  • You gain 1 additional action die at the start of each session.

Persistent

Dogged and relentless, you keep at any job until it’s done.

  • +2 Constitution, –2 Charisma.
  • You may retry a skill check without suffering any penalties listed in its Retry entry a number of times per session equal to your starting action dice.
  • Resolve is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • You gain a +1 insight bonus with Fortitude saves. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Privileged

Born into wealth, you can’t imagine any other lifestyle , nor would you want to.

  • You gain 1 additional Cultures skill focus.
  • Once per mission, you may request 1 Caliber II legal immunity Tradecraft pick without spending an action die or making the Request check.
  • Your gain a +1 bonus to Wealth (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Reliable

A broad base of life experience has prepared you to take on virtually any role in life. You’re not flashy, just dependable.

  • +2 to lowest attribute, –2 to highest attribute (your choice in the case of a tie).
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • You gain 1 additional Profession skill focus.
  • Choose 1 Skill. This is always a class skill for you. You may choose 1 additional skill to gain this benefit at Career Levels 4, 8, 12, 16, and 20.

Resolute

Once you make a decision, you back it with everything you’ve got.

  • +2 Wisdom, –2 Dexterity.
  • Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
  • Resolve is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • You gain a +1 insight bonus with Will saves. This bonus increases s by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Retired

You’ve been there, done that, and printed T-shirts. Now you’re back in the game and surrounded by amateurs.

  • +2 to lowest attribute, –2 to highest attribute (your choice in the case of a tie).
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • Once per session, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die.
  • Choose 1 Skill. Your threat range with this skill increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Rowdy

“Rebellious” and “unpredictable” are the words most often used to describe you, but you’ve seen and done things most people never dream of.

  • +2 Constitution, –2 Wisdom.
  • Your Speed increases by 5 ft.
  • You gain 1 additional Cultures skill focus.
  • Choose 1 Skill. This is always a class skill for you. You may choose 1 additional skill to gain this benefit at Career Levels 4, 8, 12, 16, and 20.

Shrewd

You’re an expert judge of character and surround yourself with only the very best colleagues.

  • +2 Wisdom, –2 Constitution.
  • You gain 2 acquaintance-grade contacts. These contacts each improve by 1 grade at Career Levels 6, 12, and 18.
  • Your threat range with Sense Motive checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Veteran

You’re a seasoned professional with unparalleled insight about your chosen trade.

  • Once per session, you may make any 1 Request check of any type without spending an action die.
  • You gain 4 additional skill points at Career Level 1, and 1 additional skill point for each Career Level gained thereafter.

Vigilant

You grew up in a war zone or in other conditions that required your full attention to survive. The experience has taught you to always keep a sharp lookout for trouble.

  • +2 Wisdom, –2 Charisma.
  • You gain a +1 bonus with skill checks made to determine surprise. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
  • Your threat range with Notice checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Witty

You can hold your own in any conversation. You are an enchanting dinner companion… and a dangerous one.

  • +2 Charisma, –2 Strength.
  • Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
  • You gain 1 additional Interest at Career Levels 0, 2, 6, 10, 14, and 18.
  • Your threat range with Bluff checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

specIaltIes

While Talents describe who your character is, Specialties show what he’s done. Many Specialties grant bonus feats. When a specific bonus feat is listed, the character gains that feat regardless of prerequisites. When a choice of feats is offered, the character must meet all prerequisites for a feat before choosing it.
Special Note: The term “career level” occurs frequently in this section. For more information about career levels, see page 28.

Authority

You’ve carved out a niche as someone with vast reserves of theoretical knowledge. The trick, of course, is applying it in the dangerous situations in which you sometimes become embroiled.

  • Bonus Feat: Advisor.
  • You gain 1 Profession skill focus and 1 forte relating to this focus.
  • You gain a +1 bonus to Spending Cash (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Celebrity

You’ve achieved great notoriety as a performer, athlete , or news pundit, ensuring huge audiences know your name.

  • Bonus Feat: Actor.
  • Once per mission, you may request 1 Caliber II invitation Security pick without spending an action die or making the Request check.
  • You gain a +1 bonus to Lifestyle (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

City Dweller

You are just one of the millions of regular folks who populate a modern metropolis.

  • Bonus Feat: Home Turf.
  • Choose 1 Skill. This is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • You gain a +1 insight bonus with Intimidate and Streetwise checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Clergyman

You’re a member of the First Estate, believing that even in these ostensibly secular times, faith is a powerful agent for change.

  • You must choose 1 organized religion to which your character belongs. This religion may exist in the real world or be fictional, but the GC must approve it before the character enters play. Example religions include Bahá’í, Buddhism, Hinduism, Jainism, Judaism, Islam, Mormonism, Protestantism, Roman Catholicism, Shinto, Sikhism, Taoism, Vodun (Voodoo), and Wicca.
  • Bonus Feat: Iron Will.
  • You gain 1 additional Cultures skill focus.
  • Once per mission, you may request 1 Caliber II lodging Security pick without spending an action die or making the Request check.
  • You gain a +1 insight bonus with Intimidate and Networking checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Contract Professional

You’ve turned your “unique” talents into a brilliant career.

  • Bonus Feat: Talented.
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • Once per session, you may make a Resources Request check without spending an action die.
  • Choose 1 Skill. Your maximum rank in this skill is equal to your career level +4. This benefit is not cumulative with any other effect that increases your maximum rank. You may choose 1 additional (different ) skill to gain this benefit at Career Levels 4, 8, 12, 16, and 20.

Criminal

You’ve spent a lot of time on the wrong side of the law. You may have done time or you might be too slick to be caught, but you’ve never fit in as a law-abiding citizen.

  • Bonus Feat: Fence.
  • You gain the Handgun weapon proficiency (see page 28).
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • You gain a +1 insight bonus with Bluff and Sneak checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Doctor

Whether a neurosurgeon or a veterinarian, your medical skills are always in demand.

  • Bonus Feat: Examiner.
  • You gain the Edged weapon proficiency (see page 28).
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • You gain a +1 bonus to Spending Cash (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Entertainer

You have a natural creative talent, such as painting performance art, or writing, that’s earned you a modest following.

  • Bonus Feat: Silver Tongue.
  • You gain 1 additional Cultures skill focus.
  • Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
  • You gain a +1 insight bonus with Impress and Profession checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Financier

You’re a shark in the world of high finance.

  • Bonus Feat: Diplomat.
  • You gain the Science (Economy) focus.
  • Whenever you sacrifice Reputation, Net Worth, a Reserve gear pick, or a Reserve Common Item for Spending Cash, the money gained increases by 20% (rounded up).
  • You gain a +1 bonus to Spending Cash (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Geek

You’re a citizen of the electronic domain, possessing friends and companions around the world, across borders and frequently beyond the law.

  • Bonus Feat: Techie.
  • Once per session, you may make an Electronics Request check without spending an action die.
  • You gain 1 additional Interest at Career Levels 0, 2, 6, 10, 14, and 18.
  • You gain a +1 insight bonus with Search and Security checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Grifter

You’re a snake-oil salesman, card shark, or small-time con artist, making your living parting the trusting and naïve from their money.

  • Bonus Feat: Hustler.
  • Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
  • Once per session, you gain a +4 bonus with random possession rolls, maximum 20 (see page 459).
  • You gain a +1 bonus to Lifestyle (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Hot Rodder

You’re a lover of great speed, pushing the limit at every opportunity.

  • Bonus Feat: Lane Dancer.
  • You gain the Drive (Standard Ground Vehicles) skill focus and 1 forte relating to this focus.
  • You gain a +1 insight bonus with Drive and Streetwise checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Hunter

As a weekend deer-hunter or full-time safari captain, you’re most alive when you’re looking through a scope.

  • Bonus Feat: Any Terrain feat.
  • Your Speed increases by 5 ft.
  • You gain the Rifle weapon proficiency (see page 28).
  • Your Constitution is considered to be 1 higher when determining subdual damage thresholds (see page 339). This bonus increases by an additional +1 at Career Levels 6, 12, and 18.

Icon

They may not know your name, but they’ll never forget your face.

  • Bonus Feat: Gorgeous.
  • Twice per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
  • You gain a +1 insight bonus with Manipulate and Networking checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Instructor

Others may do, but you’re quite happy to teach.

  • Bonus Feat: Scholar.
  • You gain 1 additional Science skill focus.
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • You gain a +1 insight bonus with directed skill checks and team checks for which you’re the leader. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Investigator

You spend a lot of time looking into other people’s business.

  • Bonus Feat: Private Eye.
  • Twice per session, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die.
  • You gain a +1 insight bonus with Analysis and Notice checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Jack-of-all-Trades

…And master of some.

  • Bonus Feat: Training. You gain a +1 bonus with Knowledge checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
  • Choose 1 Skill. Your maximum rank in this skill is equal to your career level +4. This benefit is not cumulative with any other effect that increases your maximum rank. You may choose 1 additional (different) skill to gain this benefit at Career Levels 4, 8, 12, 16, and 20.

Journalist

You’re a member of the Fourth Estate: a tabloid muckraker, a handsome talking head, a grimy war correspondent, or another faceless newshound. You’ve got a nose for truth and a strong sense of duty to ferret it out.

  • Bonus Feat: Observer.
  • You gain 2 acquaintance-grade contacts. These contacts each improve 1 grade at Career Levels 6, 12, and 18.
  • You gain a +1 insight bonus with Investigation and Sense Motive checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Motorhead

You’ve spent most of your life around engines, sometimes as a driver, more often as a mechanic.

  • Bonus Feat: Speed Demon.
  • You gain 2 additional Drive skill focuses.
  • You gain a +1 bonus to Possessions (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Operative

You steal and protect secrets for a living — almost certainly for a national power, major corporation, or rogue organization.

  • Bonus Feat: Any Tradecraft feat.
  • You gain 2 additional Cultures skill focuses.
  • You gain a +1 bonus to Possessions (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Outdoorsman

You’ll hike for hours, and have spent many nights out under the stars.

  • Bonus Feat: Survivalist.
  • You gain the Drive (Mounts and Animal-Driven Vehicles) skill focus.
  • You gain the Hurled weapon proficiency (see page 28).
  • You gain a +1 bonus to Possessions (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Pickpocket

You lift wallets and perform other simple street scams.

  • Bonus Feat: Burglar.
  • Your Speed increases by 5.
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • You gain a +1 insight bonus with Blend and Sleight of Hand checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Pilot

Nothing in the world could replace your joy when flying.

  • Bonus Feat: Wind Rider.
  • You gain 1 Drive skill focus for any air vehicle category and 1 forte relating to this focus.
  • You gain a +1 insight bonus with Drive and Search checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Playboy

You believe that the party will last as long as the money does — and for you, it seems like the money will never run out.

  • Bonus Feat: Personal Lieutenant.
  • Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
  • Once per mission, you may request 1 gaggle of civilians Resource pick without spending an action die or making the Request check (see pages 230 and 281).
  • You gain a +1 bonus to Lifestyle (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Rescuer

Paramedic, fireman, search and rescue expert, or old-fashioned cop, you regularly put your life on the line to save others.

  • Bonus Feat: Any Chase feat.
  • Your Speed increases by 5 ft.
  • Once per mission, you may request 1 Caliber II medical assistance Resource pick without spending an action die or making the Request check.
  • You gain a +1 insight bonus with Athletics and Medicine checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Researcher

You may be pushing back the scientific frontier or calling years of legal precedent into question; regardless, you work latter-day miracles every day.

  • Bonus Feat: Any Advanced Skill feat.
  • You gain 1 additional Science skill focus.
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • You gain a +1 insight bonus with Science checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Sailor

You cannot resist the siren call of the sea.

  • Bonus Feat: Wave Runner.
  • You gain 1 Drive skill focus for any water vehicle category and 1 forte relating to this focus.
  • You gain a +1 insight bonus with Athletics and Drive checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Serviceman

A military career has taught you a lot about discipline , honor, and duty.

  • Bonus Feat: Officer.
  • You gain the Handgun and Rifle weapon proficiencies (see page 28).
  • You gain a +1 bonus with attack checks made as part of a Suppressive Fire action. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Soldier of Fortune

You are or were part of a private military, in which you learned many practical applications of violence.

  • Bonus Feat: Any Ranged Combat feat.
  • You gain the Tactical weapon proficiency (see page 28).
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • You gain a +1 bonus with attack checks made as part of an Autofire action. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Special Ops

You’ve honed skills and served causes that may never be made public.

  • Bonus Feat: Any Covert feat.
  • You gain the Explosives weapon proficiency (see page 28).
  • Once per session, you may decrease the overland travel time of any 1 trip to 3/4 standard (rounded down).
  • You gain a +1 insight bonus with Sneak and Tactics checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Spiritualist

You know there’s more to life than the here and now, what you can see and touch. It’s knowledge that gives you strength.

  • Bonus Feat: All or Nothing.
  • Once per session, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die.
  • Your base Defense increases by 1.
  • Your Wisdom is considered to be 1 higher when determining stress damage thresholds (see page 339). This bonus increases by an additional 1 at Career Levels 6, 12, and 18.

Stranger

You’ve scratched the surface of the world’sunpleasant truths or peeked behind the veil of modern life to see what’s really going on. You might be a cult deprogrammer, a hunter of serial killers, or a student of mysteries man was not meant to understand. Now if only you could get everyone to believe you…

  • Bonus Feat: Any 1 Chance feat.
  • Once per session, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die.
  • You gain 1 additional Interest at Career Levels 0, 2, 6, 10, 14, and 18.
  • Your Wisdom is considered to be 1 higher when determining stress damage thresholds (see page 339). This bonus increases by an additional 1 at Career Levels 6, 12, and 18.

Student

You’re a college student, journeyman, or other young, bright-eyed individual studying the world.

  • Bonus Feat: I Can Swim.
  • Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
  • You gain 1 additional Interest at Career Levels 0, 2, 6, 10, 14, and 18.
  • Each synergy bonus you gain during a cooperative or directed skill check increases by 1. This bonus increases by an additional +1 at Career Levels 6, 12, and 18.

Suit

You’re a corporate warrior, a high-power paper slinger easily weaving your way through organizations.

  • Bonus Feat: Any Style feat.
  • You gain 1 Profession skill focus.
  • Once per session, you may make a Bribe check at the minimum Bribe value without paying its cost (see pages 121 and 163).
  • You gain a +1 insight bonus with Bureaucracy and Profession checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Test Subject

Things have been done to you in the name of science — strange things you may never understand. You might be the product of a government super-soldier program, rogue genetic research, a fringe group’s unorthodox child-rearing theory, or another bizarre upbringing. You only survived due to your innate toughness, a trait you retain today.

  • Explanations for this Specialty represent unique experiences that can have considerable impact upon the game’s setting and backstory. You must secure GC approval before choosing this Specialty, and for each NPC quality gained.
  • Bonus Feat: Great Fortitude.
  • Your highest attribute increases by 2, and your lowest attribute decreases by 2. This may not increase any attribute above 20.
  • You gain 2 of the following NPC qualities: alternate identity y (but not alternate form), aquatic, augmented (Caliber I), burrow, camouflaged (one terrain type), damage reduction (2 points), damage resistance (4 points), fast healing, fearless (1 grade), fleet (+10 ft.), hulking (Large (1×1)), improved hearing, improved scent, improved vision, low-light vision, natural attack (Caliber II), seductive, strong-minded (1 grade), unnerving I.

Thrill-Seeker

You’re an athlete, jaded millionaire, or perhaps a careless college student, and have survived stunts that should have left you mangled or dead. You’re still in the game, living way out on the edge where you’re most at home.

  • Bonus Feat: Lightning Reflexes.
  • You gain 1 Drive skill focus for any personal vehicle category and 1 forte relating to this focus.
  • Your Speed increases by 5 ft.
  • You gain a +1 insight bonus with Acrobatics and Athletics checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Tradesman

You were a blue-collar laborer from a workingclass background. Your formative years were probably spent in small towns or working-class communities of major cities, and you have extensive training in the industrial arts.

  • Bonus Feat: Any Gear feat.
  • You gain the Science (Fabrication) skill focus.
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • You gain a +1 insight bonus with Mechanics and Profession checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

Tribesman

You come from a primitive society, bringing a fresh set of eyes to the modern world.

  • Bonus Feat: Any Melee Combat feat.
  • You gain 1 additional Cultures skill focus.
  • At the start of each mission, you gain 1 Caliber I or II melee weapon at no cost.
  • You gain an additional +1 bonus to Defense when performing a Fight Defensively action (see page 357). This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Wanderer

You grew up on the road, perhaps in a tribal caravan or with parents who served overseas. Consequently, you acquired a deep-rooted wanderlust and were exposed to a wide array of foreign cultures at a young age.

  • Bonus Feat: World Traveler.
  • You gain 1 additional Cultures skill focus.
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • You gain 2 additional vitality points at Career Level 1, and 1 additional vitality point at each Career Level thereafter.

Warrior

You’ve dedicated yourself to the serious study of traditional fighting arts, becoming a living weapon against whom many opponents simply cannot defend themselves.

  • Bonus Feat: Any Unarmed Combat feat.
  • You gain the Hurled and Unarmed weapon proficiencies (see page 28).
  • You gain a +1 bonus with attack checks made as part of a Pummel action. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.