Hunt +2
Sneak +1
Either Survey or Skirmish +1
Iron Will: You have special armor, which you may expend to resist a psi-related consequence or to push yourself when you deal with psychic forces.
Never Know What Hit ‘Em: When you gather information to prepare an “accident” or a murder, take +1d. Your team also gets +1d to the engagement roll.
Sixth Sense: You are always aware of psychic activity in your vicinity. Take +1d to gather info about psi-related topics.
Sniper: When using a rifle against biological targets, you may always use Hunt instead of Skirmish without repercussions for doing so. Also, you can push yourself to make a ranged attack at extreme distance beyond what’s normal for your weapon.
Telekinesis: You can move objects with your psi powers. This costs stress depending on the precision of the task and weight of the affected object.
Telepath: You can attempt various social skills without the target being aware of it. For instance, you can Sway someone by implanting ideas in their mind, or Survey to learn things by reading their thoughts.
A bounty hunter
A dark templar Protoss
An infested Terran
A rough survivalist
A secret agent
[1] A fine ranged weapon
[1] [1] Special ammo
[1] A personal cloaking device
[1] A fine visor
[2] A psi disruptor (Negates psi in area. Drawback: 4-clock “draw unusual attention”, 1 tick per use.)
Study +1
Command +2
Either Consort or Sway +1
Connected: During downtime, you get +1 result level when you acquire an asset or reduce heat.
Foresight: Twice per mission you can assist a teammate without paying stress. Tell us how you prepared for this.
Hearts and Minds: You gain +1d to Consort when you gather information for a mission. Your team also gets +1d to the engagement roll.
Leading by Example: You have special armor, which you may expend to protect a teammate, or to push yourself when you lead a team action.
Make It So: At the start of each mission, roll Study. Your team begins with a number of Aces in the Hole depending on the roll. (1-3: one Ace. 4-5: one Ace.
One-Thousand APM: When you Command a cohort in combat, they continue to fight when they would otherwise break (in other words, they are not taken out when they suffer level 3 harm). They also gain +1 quality and 1 armor.
A corporate elite
A Dominion archivist
A gang leader
An information broker
A servant
[0] Fine clothes and accessories
[1] Fine bottle of whiskey and/or box of cigars
[1] Fine personal gift or token of appreciation
[1] Manacles and restraints (3)
[1] Stim injector (Causes level 1 Harm, but also increases pain tolerance and physical performance.)
Scramble +2
Skirmish +1
Either Tinker or Hack +1
Ambush: When you attack from hiding or spring a trap, take +1d to your roll. Also, if there is ever a question of who acts first, the answer is you. In cases where there isn’t a question about who goes first, you may pay stress to still have it be you.
Harassment Strategy: When you gather information to prepare a sabotage or a smash and grab, take +1d. Your team also gets +1d to the engagement roll.
Improved Pathing: You have special armor to resist the consequence of movement, or to push yourself for movement.
Lean and Mean: Your load item limits are 2 higher.
Saboteur: When you Tinker or Hack to damage or interfere, the work is done much quicker and quieter than normal. Your handiwork is hidden from casual inspection. On any fortune roll to determine the long-term effectiveness of your sabotage, take +1d.
Spoils of War: After each successful mission, you get +2 Stash.
An assassin
A chopshop mechanic
A pirate thug
A political dissident
A starship pilot
[1] A fine jet-pack
[1] A flash grenade
[1] Light-weight demolition gear
[0] Light-weight repair tools
[0] Light-weight hacking tools
Skirmish +2
Command +1
Either Crew or Scramble +1
Battleborn: You have special armor, which you may expend to reduce harm from an attack in combat or to push yourself during a fight.
Guard: When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.
Rock & Roll: When you gather information to prepare a battle or a show of force, take +1d. Your team also gets +1d to the engagement roll.
Slayer: Choose a type of opponent (terran, vehicles, protoss, zerg, robots, alien fauna, etc.). In combat you gain potency against such targets.
Tough as Nails: Your penalties from harm are one level less severe (level 4 harm is still fatal).
Vigorous: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
An arms dealer
An unscrupulous doctor
A Dominion marine
A prison guard
A vicious thug
[1] A fine weapon
[2] A fine heavy weapon
[1] A scary-looking weapon or tool
[1] [1] A grenade
[0] Stim pack (Causes level 1 Harm, but also increases pain tolerance and physical performance.)
Sway +2
Hack +1
Either Study or Sneak +1
Covert Operations: When you gather information to prepare espionage or to socialize, take +1d. Your team also gets +1d to the engagement roll.
Infiltrator: You are not affected by quality or Tier when you Hack security systems.
Intelligence Expert: When you Hack a system, you may also ask a question about the location or owner of the system as if you had gathered info.
Obfuscate: You have special armor to resist a consequence of suspicion or detection, or to push yourself for subterfuge.
One Step Ahead: You get +1d on any action against a target with whom you have an intimate relationship.
Top Secret: You gain an additional xp trigger: You learned something that was meant to be secret.
A casino owner
A drug dealer
A government clerk
A jail-bird
A noble
[1] Fine hacking tools
[1] Fine spy gear
[1] Fine subterfuge supplies
[0] A concealed palm-pistol
[0] A dose of sleeping powder
Study +2
Tinker +1
Either Crew or Hack +1
Cook: When you invent or craft a chemical, take +1d to your roll. You begin with one special formula already known.
Explorer Reporting: When you gather information to prepare a construction or research, take +1d. Your team also gets +1d to the engagement roll.
Mechanic: When you invent or craft a device, take +1d to your roll. You begin with one special design already known.
Medic: You can Tinker with injuries to treat them. You may Study an affliction or corpse. Everyone in your crew (including you) gets +1d to their healing treatment rolls.
Miracle Worker: When you work on a clock with Study or Tinker, fill +1 segment
Protocols: You have special armor, which you may expend to resist a chemical or mechanical consequence or to push yourself when you work with a technical skill.
An academic
A junkyard king
A nurse
A researcher
A vespene smuggler
[1] Fine repair tools
[1] Fine medkit
[2] Fine demolition gear
[1] A bag of chemicals (3)
[1] [1] [1] A gadget
Daredevil: When you roll a desperate action, you get +1d if you also accept -1d to any resistance rolls you may have to make.
Expert: Choose Insight, Prowess, or Resolve. When you lead a group action using one of those actions, you can suffer at most 1 stress from failed rolls.
Functioning Vice: When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down).
Jail Bird: When incarcerated, your wanted level counts as 1 less, your Tier as 1 more, and you gain +1 faction status with a faction you helped on the inside.
Prepared for Anything: Flashbacks cost 1 fewer stress (0 minimum).
Rugged: You get +1 stress box.