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These feats represent a character’s social acumen, and allow him to influence people in a variety of powerful ways.

aCademIC ContaCts

You’ve spent time in the ivory towers and met some of the finest minds in the world.
Prerequisites: Networking 3+ ranks, Scholar.
Benefits: You gain 1 associate-grade contact with an academic or scholastic theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with an academic or scholastic theme enters play as an associate instead of an acquaintance.

anImal partner

You have an indispensable pet, mount, or animal companion that accompanies you on missions.
Prerequisites: Survival 4+ ranks.
Benefits: You gain 1 animal with an XP reward no greater than 5 × your class level, chosen from the Sample Animals section (see page 456). The animal is considered a special character and gains any 2 ‘trained’ qualities. Further, its statistics are calculated with a ‘Threat Level’ equal to your career level minus 2 and its listed vitality grade increases by 1 (e.g. from III to IV). The animal’s disposition toward you is Helpful and it will never deliberately attack you. Also, if the animal is Medium or larger, it gains the Wolf Pack Mastery feat. If it is Small or smaller, it gains the evasion I class ability. Finally, the animal possesses no Action Dice, but you may spend your Action Dice on its behalf.
Special: You may choose this feat multiple times, each time gaining 1 new animal partner built using the same rules.

bloodstaIn resIstant

You’re never mussed by unsightly stains.
Prerequisites: Impress 3+ ranks.
Benefits: While dressed according to your Lifestyle, you gain a bonus to Defense equal to your Lifestyle appearance modifier (if positive). You lose this bonus any time you wear armor with a Notice/Search DC of ‘obvious.’

blue Collar ContaCts

You aren’t afraid to get your hands dirty with a little honest work, and people respect that.
Prerequisites: Networking 3+ ranks, Speed Demon.
Benefits: You gain 1 associate-grade contact with a vehicular or tradesman theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a vehicular or tradesman theme enters play as an associate instead of an acquaintance.

Card shark

You’re a skilled gambler, often devouring lesser opponents.
Prerequisites: Streetwise 3+ ranks.
Benefits: Your Profession checks gain a synergy bonus from your Streetwise skill. Further, Knowledge checks about gambling rules, major gamblers (and their winnings and debts), and casinos and other gaming locations are active checks for you. Finally, any time you spend Action Dice to boost a Streetwise/Gambling check, you roll 2 dice per Action Die spent, adding both to the result.

Charmer

You have a way of bringing people around.
Prerequisites: Cha 13+.
Benefits: You may make a 1-minute Impress/Influence check as a full action when targeting an NPC whose disposition toward you is Neutral, Intrigued, or Friendly. Further, you may make a 10-minute Impress/Influence check in 1 minute when targeting these NPCs.

CrImInal ContaCts

There is some honor among thieves.
Prerequisites: Networking 3+ ranks, Burglar.
Benefits: You gain 1 associate-grade contact with a criminal theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a criminal theme enters play as an associate instead of an acquaintance.

Fan serVICe

You are a master of the double take.
Prerequisites: Cha 15+, Impress 4+ ranks.
Benefits: When taking a Diversion or Feint action, you may substitute your Impress (Cha) skill and synergy bonuses. Further, you may perform either action as a full action to simultaneously target all opponents within the action’s listed range. You may not selectively target some of these opponents — you must target all or only 1. Each opponent makes a separate check to resist the action.

glInt oF madness

There’s something deeply disturbing about you. Maybe it’s the growling.
Prerequisites: Intimidate 4+ ranks.
Benefits: You may target with the Threaten action an opponent you have not injured. Further, each time one of your attacks reduces an opponent’s wound points to 0 or less, you may immediately take a Threaten action as a free action. Finally, when you succeed with any Threaten action, the stress damage inflicted increases by your Charisma modifier (if positive).

gorgeous

Your good looks are extremely memorable.
Prerequisites: Cha 13+, Impress 3+ ranks.
Benefits: You gain a +2 synergy bonus with all Impress and Networking checks, but suffer a –1 synergy penalty with all Blend/ Stealth and Falsify/Disguise checks, as well as Bluff checks made as the Prey during a Manhunt.

goVernment ContaCts

When you talk, people listen.
Prerequisites: Networking 3+ ranks, Diplomat.
Benefits: You gain 1 associate-grade contact with a legal or government theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a legal or government theme enters play as an associate instead of an acquaintance.

grIFter ContaCts

You’ve got friends in the dog-eat-dog world of The Big Con.
Prerequisites: Networking 3+ ranks, Hustler.
Benefits: You gain 1 associate-grade contact with a grifter or con artist theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a grifter or con artist theme enters play as an associate instead of an acquaintance.

hard Core

Your fierce professionalism demands respect even from your worst enemies.
Prerequisites: Cha 13+.
Benefits: You may make a 1-minute Impress/Influence check as a full action when targeting an NPC whose disposition toward you is Aloof, Unfriendly, or Hostile. Further, you may make a 10-minute Impress/Influence check in 1 minute when targeting these NPCs.

hIgh-teCh ContaCts

“Super geek” doesn’t begin to cover it.
Prerequisites: Networking 3+ ranks, Techie.
Benefits: You gain 1 associate-grade contact with a computer or technological theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a Computers or technological theme enters play as an associate instead of an acquaintance.

loCal ContaCts

No matter where you go, there they are.
Prerequisites: Networking 3+ ranks, World Traveler.
Benefits: You gain 1 associate-grade contact with an exotic or traveling theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with an exotic or traveling theme enters play as an associate instead of an acquaintance.

the look

You possess devilishly handsome good looks, or a laugh that melts hearts, or all the right curves, or maybe a smile that makes people weak in the knees.
Prerequisites: Impress 6+ ranks, Gorgeous.
Benefits: You gain a +4 synergy bonus with all Impress and Networking checks, but suffer a –2 synergy penalty with all Blend/ Stealth and Falsify/Disguise checks, as well as Bluff checks made as the Prey during a Manhunt. Further, your error range with these penalized checks increases by 1. These modifiers replace those applied by the Gorgeous feat.

mark

You can size anyone up at a glance.
Prerequisites: Sense Motive 3+ ranks.
Benefits: As a free action, you may target 1 character within your line of sight and name 3 skills, learning the character’s total bonus with each. You may use this ability a number of times per session equal to the number of Style feats you possess.

medIa ContaCts

Biggest fan, Hollywood insider, or stalker, you’ve got a direct line to the stars.
Prerequisites: Networking 3+ ranks, Actor.
Benefits: You gain 1 associate-grade contact with an entertainment or media theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with an entertainment or media theme enters play as an associate instead of an acquaintance.

medICal ContaCts

For you… they’ll make house calls.
Prerequisites: Networking 3+ ranks, Examiner.
Benefits: You gain 1 associate-grade contact with a medical or Science theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a medical or Science theme enters play as an associate instead of an acquaintance.

mIlItary ContaCts

You still swap war stories with a few good men.
Prerequisites: Networking 3+ ranks, Officer.
Benefits: You gain 1 associate-grade contact with a military or mercenary theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a military or mercenary theme enters play as an associate instead of an acquaintance.

“not the FaCe!”

Your looks are everything. You protect them with your life.
Prerequisites: Career Level 3+, Charmer.
Benefits: While taking a Total Defense action or Fighting Defensively, you gain an amount of damage resistance against Charisma damage equal to your Charisma modifier. Further, you gain the same amount of DR against damage inflicted by melee and unarmed attacks.

personal lIeutenant

You have a right-hand man you trust with your life.
Prerequisites: Career level 6+.
Benefits: You may create 1 special character — your ‘personal lieutenant ’ — with a career level equal to 1/2 your career level (rounded down, minimum 0). Your lieutenant’s attribute scores are assigned using 32 points. He benefits from an Origin, classes, skill points, feats, and Wealth, but gains no Wealth, mission gear, core abilities, contacts, Interests, or Subplots, and may never shift mission Caliber with any of his character options. A personal lieutenant’s starting number of Action Dice is always 1, and he may never gain additional Action Dice. Your personal lieutenant is always considered one of your teammates and has a disposition toward you of Helpful. Each time you gain 2 levels after taking this feat, your personal lieutenant gains 1 level. Your personal lieutenant may never gain the Animal Partner or Personal Lieutenant feats. Should your personal lieutenant die, you lose a number of Reputation equal to your career level, or an amount of Net Worth equal to this number × $50,000, as appropriate. The deceased lieutenant is replaced at the start of the following mission by a new NPC of your creation, following these rules.

polICe ContaCts

No worries. The Man’s got your back!
Prerequisites: Networking 3+ ranks, Private Eye.
Benefits: You gain 1 associate-grade contact with a law enforcement or Security theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a law enforcement or Security theme enters play as an associate instead of an acquaintance.

polItICal Clout

You’ve earned a certain latitude in the halls of power.
Prerequisites: Bureaucracy 6+ ranks.
Benefits: Once per mission, you may request 1 invitation Security pick without making a Request check or spending Action Dice. This pick is immediately available.

polItICal FaVors

You know where all the bodies are buried, so your friends in high places go the extra mile for you.
Prerequisites: Bureaucracy 12+ ranks, Political Clout.
Benefits: Once per mission, you may request 1 extradition Resource without making a Request check. This Resource has a Power Rating of 6 and is immediately available.

polItICal ImmunIty

It’s not that you’re above the law — more to the side of it, really.
Prerequisites: Bureaucracy 18+ ranks, Political Favors.
Benefits: Once per mission, you may request 1 legal immunity Resource without making a Request check. This Resource has a Power Rating of 6 and is immediately available.

polyglot

Your language skills are remarkable.
Prerequisites: Cultures 4+ ranks.
Benefits: You gain 2 additional Cultures skill focuses. Further, each of your Impress and Networking checks gains a synergy bonus from your Cultures skill (even if the target is from a region for which you don’t possess the appropriate focus).

researCh ContaCts

It’s all right that you don’t have eyes in the back of your head. A few extra pairs are always looking out for you.
Prerequisites: Networking 3+ ranks, Observer.
Benefits: You gain 1 associate-grade contact with a journalist, documentary, or librarian theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a journalist, documentary, or librarian theme enters play as an associate instead of an acquaintance.

sIlVer tongue

The most unbelievable lies sound like gentle truths coming from you.
Prerequisites: Cha 13+, Manipulate 3+ ranks.
Benefits: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a Seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s Wisdom score below 6). Also, your result cap with Impress/ Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by an amount equal to your Charisma modifier.

sImply IrresIstIble

Your stunning good looks and well-honed charm bring you many gifts, and much unwanted attention.
Prerequisites: Cha 15+, Impress 9+ ranks, The Look.
Benefits: You gain a +6 synergy bonus with all Impress and Networking checks and the time required to make these checks decreases to 1/2 standard (rounded down, minimum 1 round), but suffer a –4 synergy penalty with all Blend/Stealth and Falsify/ Disguise checks, as well as Bluff checks made as the Prey during a Manhunt. Further, your error range with these penalized checks increases by 1 and your opponents’ Action Die cost to activate your errors with these checks decreases by 1 (minimum 1). These modifiers replace those applied by The Look feat.

stone Cold

Your steely demeanor projects an aura of calculated ruthlessness.
Prerequisites: Intimidate 4+ ranks.
Benefits: You’re always considered armed when making an Intimidate check. Further, each time one of your attacks decreases an opponent’s wound points to 0 or below, you gain a +1 bonus with all Intimidate checks made until the end of the current combat (maximum +4). Finally, you gain a +1 bonus with all Will saves made during combat.

street ContaCts

Respect.
Prerequisites: Networking 3+ ranks, Fence.
Benefits: You gain 1 associate-grade contact with a street theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a street theme enters play as an associate instead of an acquaintance.

too ugly to dIe

People have tried to prove the saying wrong, but no one’s yet succeeded.
Prerequisites: Career level 3+, Hard Core.
Benefits: You gain DR 2/—, but suffer a –4 synergy penalty with all Blend and Networking checks.

undermIne

With a few well-chosen words, you can demolish a person’s confidence.
Prerequisites: Manipulate 9+ ranks, Silver Tongue.
Benefits: When you succeed with a Taunt action, your target loses the ability to spend Action Dice and suffers a morale penalty with Initiative and skill checks equal to your Charisma modifier for a number of rounds equal to the number of Style feats you possess.

Venomous dIalogue

Your soul-piercing declarations stop people dead in their tracks.
Prerequisites: Cha 15+, Manipulate 18+ ranks, Undermine.
Benefits: Once per scene after succeeding with a Taunt action, you may make a remark so staggering that the target is left completely at a loss. Instead of inflicting the Taunt action’s standard result, you may force him not to make any attacks until he’s attacked, or until the end of the current scene, whichever comes first.

WhIte Collar ContaCts

The power players listen to you. Some take notes.
Prerequisites: Networking 3+ ranks, Advisor.
Benefits: You gain 1 associate-grade contact with a business theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a business theme enters play as an associate instead of an acquaintance.

WIlderness ContaCts

You have friends in every corner of the globe, even some rarely visited by man.
Prerequisites: Networking 3+ ranks, Survivalist.
Benefits: You gain 1 associate-grade contact with a wilderness theme of your choice (per GC approval). Further, the time required for each Networking/Contact check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GC approval, each subsequent contact you gain from the Networking skill with a wilderness theme enters play as an associate instead of an acquaintance.