Version 3.0 (Update 06/2026)
Authority (1–5)
The character possesses recognized authority within an organization, government, military, corporation, guild, religious order, or similar institution.
Authority grants influence, access, and the ability to issue lawful orders within the scope of the character’s position.
| Level | Effect |
| 1 | Local authority, supervisor, village official, junior officer, or equivalent. |
| 2 | Significant authority over a community, organization, or small military unit. |
| 3 | Regional authority, senior officer, executive, sheriff, or equivalent. |
| 4 | Major authority within a large organization, government agency, military branch, or corporation. |
| 5 | Exceptional authority. The character commands widespread influence and their authority is rarely questioned. |
Enhancement: Law Enforcement (+1 Level): The character possesses legal authority to investigate crimes, carry restricted weapons, detain suspects, and enforce applicable laws. The exact scope of authority depends on the setting and organization involved.
Fame (1–5)
The character is widely recognized due to accomplishments, social standing, public exposure, heroic deeds, professional success, or notoriety. Fame may open doors, attract attention, and influence social interactions.
| Level | Effect |
| 1 | Known locally or within a specific profession or community. |
| 2 | Recognized throughout a city, region, or profession. |
| 3 | Well known across a nation, sector, or major organization. |
| 4 | Famous throughout multiple regions, worlds, or cultures. |
| 5 | Legendary. The character is recognized almost everywhere they go. |
This Talent may be purchased multiple times for different forms of fame.
Unknown: Instead of Fame, a character may choose the Unknown Drawback/Talent option. Such individuals leave little trace in public records, attract little attention, and are difficult to identify or track through normal means.
Patron (1–5)
The character enjoys the support of an influential individual or organization willing to provide resources, information, equipment, transportation, funding, or political assistance.
Patrons expect results, loyalty, favors, or continued service in return.
| Level | Effect |
| 1 | Occasional support, minor funding, or access to limited resources. |
| 2 | Reliable assistance, travel expenses, equipment loans, or access to specialists. |
| 3 | Regular financial support and significant organizational resources. |
| 4 | Extensive backing from a major institution, corporation, noble house, or government agency. |
| 5 | Exceptional sponsorship capable of influencing major events or providing extraordinary resources. |
The exact nature of the Patron should be defined by the player and approved by the Game Master.
Profession (1)
A Profession represents formal training, practical experience, or a natural aptitude in a broad field of expertise. Professions replace traditional character classes and serve as prerequisites for many Aptitude Talents. A character may possess multiple Professions, provided they meet the prerequisites for each.
Prerequisite: The character must possess at least 3D in the Profession’s associated Attribute.
| Profession | Associated Attribute |
| Rogue | Agility 3D+ |
| Warrior | Strength 3D+ |
| Scout | Stamina 3D+ |
| Scholar | Intellect 3D+ |
| Leader | Perception 3D+ |
| Adept | Willpower 3D+ |
Each Profession grants access to a unique selection of Aptitude Talents representing advanced training and expertise within that field. It also allows the Skills Ranks to be raised to Attribute Dice Code +1 (1 above the normal limit) in the Profession’s Associate Attribute.
A character is not restricted to a single Profession and may freely acquire Aptitude Talents from any Profession for which they meet the prerequisites.
Professional Affinity
Character Creation Only. The character possesses a natural aptitude in a particular field of study, profession, or activity. Whether through innate talent, upbringing, or early training, the character learns and performs this skill more easily than most.
Choose one skill from the Professional Affinity list. The character begins play with Rank 1 in that skill before spending any Character Creation Points, Skill Dice, or other starting resources.
This Rank does not count against starting skill limits and may raise the skill above its normal beginning value. Professional Affinity may only be selected during character creation. A character may possess multiple Professional Affinities, subject to Game Master approval.
| Profession | Affinity Skill Options |
| Rogue | Athletics (Climbing), Athletics (Jumping), Athletics (Throwing), Investigation, Sleight of Hand, Stealth, Thievery |
| Warrior | Athletics, Fighting, Melee Weapons, Ranged Weapons |
| Scout | Athletics (Swimming), Navigation, Scholar (Ecology), Scholar (Meteorology), Search (Tracking), Survival |
| Scholar | Craft/Repair (Choose One), Devices (Choose One), Medicine, Scholar (Agriculture), Scholar (Bureaucracy), Scholar (Business), Scholar (Cultures), Scholar (Engineering), Scholar (Languages), Scholar (Sciences) |
| Leader | Command, Investigation, Persuasion |
| Adept | Craft/Repair (Choose One), Devices (Choose One), Magic Resistance, Magic Casting (Choose One Focus), Psi Resistance, Psi Manifesting (Choose One Focus) |
| General | Animal Handling, Athletics, First Aid, Investigation, Navigation, Persuasion, Search, Survival |
Profession Aptitudes
Aptitudes represent specialized training, natural talent, or professional expertise. Aptitudes are tied to one or more Professions and may only be selected by characters who possess one of the listed Professions.
Ace
Profession: Rogue, Warrior, Scout
Gain +2 to one Pilot skill. May be taken multiple times, once per skill. Once per session, you may reroll a failed Test using the chosen skill. You must accept the second result.
Acrobat
Profession: Rogue, Warrior
The character has mastered the art of agile movement, using speed, balance, and body control to overcome obstacles and maneuver through difficult terrain with ease.
Gain +1D to Athletics tests involving climbing, balancing, tumbling, jumping, swinging, squeezing through obstacles, or other acrobatic maneuvers.
Acute Senses
Profession: Rogue, Scout
Gain +2 to visual Search and Notice tests. Once per session, you may reroll a failed Test using either skill. You must accept the second result.
Agitator
Profession: Rogue, Leader
The character excels at manipulating emotions, provoking impulsive reactions, and drawing opponents into making poor decisions. Through taunts, deception, psychological insight, or calculated insults, they know exactly how to push the right buttons at the right time.
Once per encounter, choose one opponent within earshot and make an opposed Persuasion test. If successful, the target becomes Agitated until the end of its next turn. An Agitated character suffers -1D to resist Tests, Taunts, or other social manipulation and must succeed at a Willpower test to voluntarily withdraw from or ignore the character provoking them.
If the character possesses the Rogue or Leader Profession, the target instead suffers -1D+1 to these rolls.
A character may only be affected by Agitator once per encounter.
Alchemist
Profession: Scholar
Prerequisites: Scholar-Chemistry 2, Craft2
You possess an exceptional understanding of chemical reactions, compounds, and mixtures, allowing you to create everything from medicines to explosives with remarkable efficiency. Reduce the time required to create chemical compounds, medicines, explosives, poisons, acids, or other alchemical preparations by half. Once per scene, you may reroll a failed Scholar (Chemistry) or Craft Test involving chemical creation.
Animal Friendship
Profession: Scout, Scholar, Leader
Gain +2 to Animal Handling and Survival involving animals. Once per session, you may reroll a failed Test using these skills. You must accept the second result.
Arcane Researcher
Profession: Scholar, Adept
Prerequisites: Extranormal (Magick), Scholar-Arcane Lore 2 or Magic Casting 2
You have devoted years to studying the principles, history, and theory of magic. Ancient tomes, forgotten rituals, and enchanted relics hold few secrets from you. When examining magical phenomena, identifying spells, deciphering magical writings, or researching arcane lore, reduce the difficulty by one level. Once per scene, you may reroll a failed Scholar (Arcane Lore) or Magic Casting Test made to identify or understand a magical effect, artifact, or ritual.
Assassin
Profession: Rogue, Warrior
Choose one: Fighting, Melee Weapons, Stealth. Gain +2. May be taken multiple times. Once per session, you may reroll a failed Test using the chosen skill. You must accept the second result.
Athlete
Profession: Warrior, Scout
Gain +2 to Athletics. Once per session, you may reroll a failed Test using this skill. You must accept the second result.
Blind Fighting
Profession: Warrior, Rogue, Scout
Prerequisite: Search 2
Years of training have taught you to fight by instinct, sound, and movement rather than relying solely on sight. You can quickly locate opponents even in complete darkness or other conditions of severely reduced visibility.
At the beginning of each round, you may make a Moderate Search Test as a free action. Add the Result Points from the Test as a bonus to your melee or ranged attack rolls against opponents you cannot clearly see until the start of your next turn.
Charismatic
Profession: Leader
Gain +2 to Persuasion when using charm, diplomacy, or seduction. Once per session, you may reroll a failed Test using this skill. You must accept the second result.
Cryptographer
Profession: Scholar
Prerequisites: Scholar-Cryptography 2 or Investigation 2
You are skilled at creating and breaking codes, ciphers, and encrypted communications. Reduce the difficulty of encoding or decoding messages by one difficulty level. Once per scene, you may ask the GM whether a message contains hidden information.
Dead Shot
Profession: Warrior
Prerequisite: Appropriate Ranged Weapons Skill 4D+
Gain +2 to one Ranged Weapons skill. May be taken multiple times. Once per session, you may reroll a failed Test using the chosen skill. You must accept the second result.
Demoralize
Profession: Leader, Rogue
The character is skilled at undermining an opponent’s confidence through intimidation, ridicule, psychological pressure, or carefully chosen words. Whether through subtle manipulation or open confrontation, they know how to shake an adversary’s resolve and exploit emotional weaknesses.
Once per encounter, choose one opponent within earshot and make an opposed Persuasion test. If successful, the target suffers -1D on their next Will Power, Spirit, or Persuasion test, or any Test to resist intimidation, fear, or emotional manipulation (player’s choice). A character may only be affected by Demoralize once per encounter.
Enforcer
Profession: Warrior, Leader
The character has mastered the art of projecting strength, confidence, and authority. Through posture, tone, reputation, or sheer force of personality, they know how to make others hesitate before challenging them.
Gain +1D to Persuasion when using intimidation, coercion, or displays of authority. If the character possesses the Warrior or Leader Profession, increase the bonus to +1D+1.
This Aptitude may also apply when attempting to de-escalate a confrontation through a show of strength, at the Game Master’s discretion.
Enhanced Stamina
Profession: Scout
Gain +2 to Stamina tests involving fatigue, endurance, travel, or harsh environments. Once per session, you may reroll a failed Test using the chosen skill. You must accept the second result.
Environmental Resilience
Profession: Scout
Gain +2 to resist environmental hazards. Once per session, you may reroll a failed Test involving resisting hazards. You must accept the second result.
Esoteric Knowledge
Profession: Scholar, Adept
The character possesses rare, obscure, forbidden, or highly specialized knowledge unavailable to most people. This knowledge may come from ancient texts, secret societies, lost civilizations, hidden research, mystical traditions, alien cultures, or personal study.
Choose one field of Esoteric Knowledge when this Aptitude is selected.
The character gains +1D to all Scholar, Investigation, Magic Casting, Psi Manifesting, or other skill tests directly related to that field.
If the character possesses the Scholar or Adept Profession, increase the bonus to +1D+1.
Example Fields: Ancient Civilizations, Archaeology, Abyss Lore, Alien Biology, Alien Cultures, Conspiracy Theories, Cryptography, Forbidden Magicks, Foldspace Phenomena, historical Mysteries, Lost Technologies, Noble Genealogies, Occult Traditions, Psionic Theory, Secret Societies, Xenotechnology
This Aptitude may be selected multiple times. Each selection applies to a different field of knowledge. The field should be narrow enough to be meaningful but broad enough to be useful during play, subject to Game Master approval.
Explorer
Profession: Scout, Scholar
Choose one: Navigation, Survival, Scholar: Cartography, Scholar: Tactics, Pilot. Gain +1D. May be taken multiple times.
Fast Reactions
Profession: Rogue, Warrior, Scout
Prerequisite: Agility 4D+
Gain +2 to Initiative. Once per session, you may immediately gain one additional Action during your Turn without counting toward your Multi-Action Limit. If your Initiative Total is tied with another character’s, you act first.
Field Surgeon
Profession: Scholar
Prerequisites: Medicine 2
You perform your best work under pressure. Ignore up to 2 points of situational penalties when using Medicine during combat or other stressful situations.
Forensic Analyst
Profession: Scholar
Prerequisites: Investigation 2, Medicine or Scholar-Biology 2
You reconstruct events from physical evidence. After examining a crime scene, body, or physical evidence, you may ask the GM one additional question about what most likely occurred.
Gambler’s Feint
Profession: Rogue
Prerequisites: Persuasion 2, Gambling 2
Years spent bluffing opponents across gaming tables have taught you how to read people, disguise your intentions, and misdirect attention at just the right moment.
Once per encounter, when making a Persuasion Test involving bluffing, deception, distraction, or misdirection, you may reroll your Wild Die even if it would not normally be allowed. If the Test succeeds, you gain +1D to your next Thievery, Stealth, or Sleight of Hand Test against the same target before the end of the scene.
Infiltrator
Profession: Rogue
Choose one: Stealth, Disguise, Persuasion (Deception), Investigation. Gain +2. May be taken multiple times. Once per session, you may reroll a failed Test using the chosen skill. You must accept the second result.
Inspire
Profession: Leader
The character knows how to encourage, reassure, and motivate others in the face of danger, adversity, or uncertainty. Through words, example, or sheer confidence, they help companions overcome fear and doubt.
Once per encounter, choose one ally within earshot. That ally immediately removes the effects of being Stunned or gains a +1D bonus on their next Willpower or Spirit-based roll to resist Fear, intimidation, or other mental effects (player’s choice).
If the character possesses the Leader Profession, the chosen ally instead gains +1D+1.
A character may benefit from Inspire only once per encounter.
Inspirational Leader
Profession: Leader
Prerequisites: Persuasion 2
Your confidence and leadership inspire others to greater deeds.
Once per scene, as an action, deliver words of encouragement to one ally within earshot. That ally immediately removes the Stymied condition or gains +1D to their next Skill Test before the end of their next Turn.
Intimidating
Profession: Warrior, Adept
Gain +2 to Persuasion when using intimidation. Once per session, you may reroll a failed Test using this skill. You must accept the second result.
Investigator
Profession: Scholar, Adept
Choose one: Investigation, Search, Persuasion. Gain +2. May be taken multiple times. Once per session, you may reroll a failed Test using the chosen skill. You must accept the second result.
Jumper
Profession: Warrior, Rogue, Scout
Gain +2 to Athletics (Jumping). Once per session, you may reroll a failed Test using this skill. You must accept the second result.
Know What to Steal
Profession: Rogue
Prerequisite: Sleight of Hand 2
You have an instinct for recognizing valuables and identifying the easiest, most profitable items to steal. Whether pickpocketing a mark or looting a room, you know exactly what is worth taking.
When using Thievery Test to pick pockets, steal an item, or locate valuable objects, add your Result Points from a successful Sleight of Hand Test as a bonus. At the GM’s discretion, you may also immediately recognize the most valuable readily accessible item without making a separate Search Test.
Know the Streets
Profession: Rogue
Prerequisites: Scholar-Streetwise 2, Persuasion 2
You know how to navigate the criminal underworld, locate information, and deal with those who make their living in the shadows.
When gathering information, locating illicit goods or services, finding criminal contacts, or navigating urban underworlds, add your Result Points from a successful Scholar: Streetwise Test as a bonus to a related Persuasion or Investigation Test made during the same scene.
Linguist
Profession: Scholar
Prerequisites: Three Languages-[Any] 1
You possess an exceptional talent for learning and deciphering languages. You may communicate basic ideas in an unfamiliar language after only a few minutes of exposure. When attempting to decipher written or spoken languages, gain +2 to Languages or related Scholar Tests.
Magic User
Profession: Adept
Prerequisites: Extranormal (Magick)
Choose one Magic Casting Skill. Gain +2. May be taken multiple times. Once per session, you may reroll a failed Test using the chosen skill. You must accept the second result.
Martial Artist
Profession: Warrior
Prerequisite: Fighting 4D+
Gain +2 to Fighting and Melee Weapons. Once per session, you may reroll a failed Test using these skills. You must accept the second result.
Master Engineer
Profession: Scholar
Prerequisites: Scholar-Engineering 2, Craft2
You instinctively understand how machines function. Once per scene, after successfully repairing or examining a device, you may immediately identify one hidden flaw, weakness, or method of improving its performance.
Master Interrogator
Profession: Rogue, Warrior
Prerequisites: Persuasion 2, Investigation 2
You recognize hesitation, fear, and deception, allowing you to uncover the truth through careful questioning or intimidation.
After successfully questioning or intimidating a subject, you may ask the Game Master one additional question that the subject knows. If the subject refuses to answer, the GM must instead reveal one useful clue your character deduces from the subject’s behavior or the surrounding circumstances.
Medic
Profession: Scholar
Choose one: Medicine, Scholar (Biology). Scholar (Medical Sciences). Gain +2. May be taken multiple times.
Natural Leader
Profession: Leader
Choose one: Persuasion, Command, Diplomacy, Intimidation. Gain +2. May be taken multiple times.
Observant
Profession: Rogue, Adept, Scout
Gain +2 to Search and Investigation. Once per session, you may reroll a failed Test using these skill. You must accept the second result.
Pharmacologist
Profession: Scholar
Prerequisites: Medicine 2, Scholar-Chemistry 2
You specialize in the creation and application of medicines, antidotes, stimulants, sedatives, and other pharmaceuticals. When creating or administering drugs, medicines, antidotes, or similar compounds, reduce the difficulty by one level or reroll one failed related Test once per scene.
Polyhistor
Profession: Scholar
Prerequisites: Any three Scholar Skills at Rank 2
Your knowledge spans countless disciplines. Once per scene, when attempting a Scholar Test in which you have no ranks, you may roll it as though you possessed Rank 1.
Psion
Profession: Adept
Prerequisites: Extranormal (Psionics)
Choose one Psi Manifesting Skill. Gain +2. May be taken multiple times. Once per session, you may reroll a failed Test using the chosen skill. You must accept the second result.
Psionic Researcher
Profession: Scholar, Adept
Prerequisites: Extranormal (Psionics), Scholar-Psionic Theory 2 or Psionics 2
You have dedicated yourself to the study of psionic phenomena, mental disciplines, and the hidden potential of the mind. Through research and experience, you can recognize and analyze psychic abilities that others barely comprehend.
When examining psionic phenomena, identifying psychic powers, analyzing mental effects, or researching psionic theory, reduce the difficulty by one level. Once per scene, you may reroll a failed Scholar (Psionic Theory) or Psi Manifesting Test made to identify or understand a psionic power, artifact, or phenomenon.
Ranger
Profession: Scout
Choose one: Survival, Search (Tracking), Scholar (Natural History), Specific Terrain Survival, Gain +2. May be taken multiple times.
Researcher
Profession: Scholar
Prerequisites: Investigation 2, any Scholar 2
You excel at locating obscure information and piecing together facts from multiple sources. When conducting research, reduce the time required by half. Once per research session, you may reroll a failed Investigation or Scholar Test.
Ritualist
Profession: Scholar, Adept
Prerequisites: Extranormal (Magick) or Extranormal (Psionics), Magic Casting 2 or Psionics 2
You are trained in the precise ceremonies, symbols, chants, and techniques required to perform complex rituals. Whether drawing upon arcane traditions or disciplined psionic methods, you understand how to safely harness power beyond ordinary spellcasting or psychic manifestation.
When performing a ritual that requires extended casting time, multiple participants, or specialized components, reduce the required time by half. Once per ritual, you may reroll one failed Magic Casting or Psi Manifesting Test made as part of the ritual.
This Aptitude applies only to rituals and does not affect the normal casting or manifestation of powers.
Silver Tongue
Profession: Leader
Prerequisites: Persuasion 2
You instinctively know the right words to calm tempers, build trust, and overcome resistance. Once per scene, after a successful Persuasion Test involving diplomacy or negotiation, you may immediately improve the target’s attitude toward you by one step (Hostile → Unfriendly → Neutral → Friendly), or remove the Stymied condition from one ally who can hear you.
Soldier
Profession: Warrior
Choose one: Fighting, Melee Weapons, Ranged Weapons, Scholar (Security), Scholar (Tactics). Gain +2. May be taken multiple times.
Stealthy
Profession: Rogue
Gain +2 to Stealth. Gain +2 on surprise attacks. Once per session, you may reroll a failed Test using the chosen skill. You must accept the second result.
Swimming
Profession: Warrior, Scout, Rogue
Gain +2 to Athletics (Swimming). Increase Swim Move by +3. Once per session, you may reroll a failed Test using this skill. You must accept the second result.
Teacher
Profession: Scholar
Gain +2 to Persuasion when teaching or instructing others. Students learning directly from you reduce training time by half.
Technician
Profession: Scholar, Adept
Choose one: Devices (Computers), Devices (Security), Craft, Scholar (Electronics), Scholar (Engineering). Gain +2. May be taken multiple times.
Toxicologist
Profession: Scholar
Prerequisites: Scholar-Biology 2
You are an expert in poisons, toxins, venoms, and hazardous biological compounds. You may immediately identify the nature of an unfamiliar poison, toxin, venom, or biological hazard after a successful Scholar (Biology) or Investigation Test. Once per scene, reroll one failed Test involving toxic substances.
Trademark Specialization
Profession: Any
Choose one Skill Focus, Specialization, or narrowly defined application of a skill. The character gains +2 when using that specific specialization.
Examples: Ranged Weapons (Blaster Pistols), Melee Weapons (Longswords), Pilot (Starfighters), Medicine (Surgery), Persuasion (Negotiation), Stealth (Urban Environments), Investigation (Forensics), Scholar (Ancient History)
The specialization should be narrow enough that it does not apply to every use of the parent skill. A character may possess only one Trademark Specialization unless the Game Master permits otherwise.
Xenobiologist
Profession: Scholar
Prerequisites: Scholar (Biology) Rank 2
Years of studying alien life have taught you to recognize anatomy, physiology, and behavioral patterns.
After successfully examining an unfamiliar creature, you may ask the GM one of the following:
- What is its greatest physical weakness?
- What environment does it naturally inhabit?
- Is it poisonous or otherwise dangerous?
- What is its most likely behavior?
