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Actor | Accountant | Dancer | Makeup Artist | Musician | Singer | Black Market Pipeline | Bomb Squad | Booster | Chemist | Cleaner | Cybertechnician | Confidence Man | Bank Robber | Decking Ace | Doctor | Economist | Engineer | Fence | Fixer | Forgery Artist | Ganger | Instrument | Interrogator | Journeyman : Abjuration | Journeyman : Alteration | Journeyman : Conjuration | Journeyman : Divination | Journeyman : Evocation | Journeyman : Illusion | Journeyman : Mental | Lawyer | Magical Theorist | Magician | Master of Disguise | Mechanic | Military | Biologist | Party Animal | Pharmacist | Street Rat | Preacher | Prison Inmate | Security Artist | Smuggler | Sneak Thief | Stoolie | Street Doc | Stuntman | Surgeon | Teenager | Wrestler | Blandness | Biocompatable | Born Rich | Charismatic | Child Prodigy | College Education | Connected | Cybercompatable | Destiny's Child | Erased | Famous | Foreign | Genecrafted | Jack of All Trades | Liar | Lightning Fast | Likeable | Outdoorsman | School of Hard Knocks | Shiv | Socialite |
Actor | Job | Global | +2 to Knowledge: Acting |
Accountant | Job | Global | The character understands accounting books. If he is Hacking, the action cost to access accounting data is reduced by 1 (minimum 0). Minimum Knowledge: Government +1 |
Dancer | Job | Global | +2 to Knowledge: Dancing |
Makeup Artist | Job | Global | +2 to Knowledge: Disguise |
Musician | Job | Global | +2 to Knowledge: Musical Instrument |
Singer | Job | Global | +2 to Knowledge: Singing |
Black Market Pipeline | Job | Daily | The character has contacts for one type of merchandise (Light weapons, heavy weapons, military armor, explosives, drugs, telesma etc.) that add * when checking availability. Minimum Knowledge: Corporate +1 |
Bomb Squad | Job | Daily | The number of * required to disarm a bomb is reduced by 1/2. Minimum Knowledge: Government +1 |
Booster | Job | Daily | The character is adept at bypassing the various security that protects automobiles from being boosted. Given 5 minutes he can disable the tracking mechanisms. Note doing this will cause the vehicle to be instantly pursued if a security officer sees it. Without this feat it takes 1d6 x 30 minutes to jack a car's protection (or a decker). Minimum Knowledge: Streets +1 |
Chemist | Job | Global | The character has studied this topic extensively and has general knowledge of the subject (unless he critically fails). If he chooses to roll he receives * bonus to a successful check. |
Cleaner | Job | Daily | Your character is careful to control potential evidence of his criminal activities. He is careful of fingerprints and DNA evidence. During an encounter he may announce he is using this feat. It applies to his group (if they are together). Note this applies to minor things. Blood from gunshot wounds or large signs of his prescence are not affected. If there is a question whether a character has taken a basic precaution against leaving evidence, assume he did. |
Cybertechnician | Job | Global | The character loses the -2 Mod for the Cybertechnology skill. |
Confidence Man | Job | Global | The character inspires trust. Contacts begin with +1 Reputation. |
Bank Robber | Job | Global | You have a program in a local bank siphoning off cash. At the beginning of each adventure gain 1d10 x 1,000¥. Pre-requisite: Hacker feat |
Decking Ace | Job | Global | You maintain a backdoor into a specific system. You gain advantage on all rolls in this system. This may be purchased multiple times with each purchase applying to a different system. Some example systems are: Megacorps, City Hall, Federal, Airport, Traffic, Bank, etc. Pre-requisite: Hacker feat |
Doctor | Job | Encounter | The character's Medical Science: Biotech check results happen in 1d20 AP rather than over the normal time. |
Economist | Job | Global | The character has studied this topic extensively and has general knowledge of the subject (unless he critically fails). If he chooses to roll he receives * bonus to a successful check. |
Engineer | Job | Global | The character has studied this topic extensively and has general knowledge of the subject (unless he critically fails). If he chooses to roll he receives * bonus to a successful check. |
Fence | Job | Adventure | The characters gains +10% to the value of fenced goods. This is not cumulative with other characters' bonuses. Minimum Knowledge: Streets +1 |
Fixer | Job | Daily | The character has basic knowledge of who's who in the criminal world and where to go to meet them. If he chooses to make a check for more in-depth information he receives * bonus but could fail. Minimum Knowledge: Streets +2; |
Forgery Artist | Job | Adventure | The hacker can create false identities. He has up to 5 basic identities each adventure. He can add special access codes to ID's (Lone Star agent, Renraku Exec, etc.) by hacking the appropriate systems. Unless the hacker has actual, real codes the ID will read false if checked against special databases (ie: Lone Star will not let you tamper with evidence). Minimum Knowledge: Government +1. Pre-requisite: Hacker feat |
Ganger | Job | Daily | You may choose an additional starting skill |
Instrument | Job | Global | The character knows how to play |
Interrogator | Job | Daily | The character is a master interrogator. The time required for his interrogation roll is reduced to 1d4/2 hours. |
Journeyman : Abjuration | Job | Daily | Reduce the base drain of a spell in the chosen category by 2. Minimum Knowledge: Magical +1 |
Journeyman : Alteration | Job | Daily | Reduce the base drain of a spell in the chosen category by 2. Minimum Knowledge: Magical +1 |
Journeyman : Conjuration | Job | Daily | Reduce the base drain of a spell in the chosen category by 2. Minimum Knowledge: Magical +1 |
Journeyman : Divination | Job | Daily | Reduce the base drain of a spell in the chosen category by 2. Minimum Knowledge: Magical +1 |
Journeyman : Evocation | Job | Daily | Reduce the base drain of a spell in the chosen category by 2. Minimum Knowledge: Magical +1 |
Journeyman : Illusion | Job | Daily | Reduce the base drain of a spell in the chosen category by 2. Minimum Knowledge: Magical +1 |
Journeyman : Mental | Job | Daily | Reduce the base drain of a spell in the chosen category by 2. Minimum Knowledge: Magical +1 |
Lawyer | Job | Global | The character has studied this topic extensively and has general knowledge of the subject (unless he critically fails). If he chooses to roll he receives * bonus to a successful check. If the character has no criminal record and Law 4+ he may add 200¥ to his monthly Lifestyle to maintain a law license. Minimum Knowledge: Government +2 |
Magical Theorist | Job | Global | The character has studied this topic extensively and has general knowledge of the subject (unless he critically fails). If he chooses to roll he receives * bonus to a successful check. |
Magician | Job | Daily | You are skilled at making small items "appear" or "disappear" using sleight of hand. If you wish, it can be accomplished with no roll as long as no negative circumstance modifiers apply. Add +2 to the Awareness required to spot the trick. |
Master of Disguise | Job | Daily | The character receives * on a successful Entertainment: Disguise check. |
Mechanic | Job | Daily | Reduce the time to repair a vehicle by 1/2. |
Military | Job | Global | Receive +2 Mod to all Knowledge: Military checks. |
Biologist | Job | Global | The character has studied this topic extensively and has general knowledge of the subject (unless he critically fails). If he chooses to roll he receives * bonus to a successful check. Minimum Knowledge: Corporate +1 |
Party Animal | Job | Daily | People may have an instant liking for the character allowing one Seduction check to be made with a base time of 0. |
Pharmacist | Job | Encounter | The character is adept at applying drugs, toxins, etc. Saving throw targets are increased by +2 or effects are increased by 20%. Increasing a +1 bonus by 20% means there is a 20% chance of the bonus being raised to +2. Minimum Knowledge: Corporate +1 |
Street Rat | Job | Global | +1 to Knowledge: Pick Pocket and +1 to Knowledge: Lockpicking. Minimum Knowledge: Streets +2 |
Preacher | Job | Global | The character inspires trust. Contacts begin with +1 Reputation. |
Prison Inmate | Job | Encounter | If the character uses a melee attack on an unsuspecting opponent who cannot see the attack coming (is facing away) then add +4 damage to any die that penetrate. Minimum Knowledge: Streets +1 |
Security Artist | Job | Global | The character is an expert in the design and implementation of security systems. He knows the answers to general questions regarding equipment and operation (unless he critically fails). If he chooses to roll he receives * bonus to a successful check. Minimum Knowledge: Corporate +1 |
Smuggler | Job | Global | The cost to smuggle the character's goods is reduced 10%. You also receive a Charm save versus interception. This is not cumulative with other characters' bonuses. Minimum Knowledge: Streets +1 and Minimum Knowledge: Government +1 |
Sneak Thief | Job | Global | +1 to Stealth: Sneak |
Stoolie | Job | Global | Your character is a snitch for the police who have a vested interest in leaving you on the streets. If you get busted for anything less than murder there is a 3/6 chance you will be released. There is a 1/6 chance per adventure that a cop may show up inconveniently looking for info. |
Street Doc | Job | Global | The character has a reputation as being a good place to get some off-the-books medical help. Reduce his lifestyle cost by 800¥ per month but there is a 2/6 chance per adventure of inconvenient patients showing up. Failing to treat them has a 1/10 chance of negating this feat. Minimum Knowledge: Streets +1 |
Stuntman | Job | Encounter | The character passes his save versus explosive damage. |
Surgeon | Job | Global | +2 to Biotech: Surgery |
Teenager | Job | Global | Gain a Mod of 1 in (4) Knowledge skills that otherwise have no Mod. |
Wrestler | Job | Daily | While grappling with an opponent the opponent loses 1d4 AP |
Blandness | Origin | Encounter | The character is utterly unremarkable. The character receives an Intelligence save versus being picked out in a crowd. |
Biocompatable | Origin | Global | Your body accepts Bioware very easily. Tech cost for Bioware is reduced by 10%. |
Born Rich | Origin | Global | The character comes from money. Multiply his starting money x5. Minimum Knowledge: Corporate +1 |
Charismatic | Origin | Global | The character receives a 20% discount when purchasing contacts. DO NOT change the contact's cost. The change will automatically be calculated. This does not change your starting contacts. |
Child Prodigy | Origin | Global | The character is a prodigy in a particular skill. The character receives +1 Mod bonus in one skill of his choice. |
College Education | Origin | Encounter | The character has a well rounded education. He may reroll a Knowledge skill check but must accept the new result (even if it is worse). |
Connected | Origin | Global | The character seems to know everyone worth knowing. He receives 100,000¥ of starting contacts rather than 15000¥. |
Cybercompatable | Origin | Global | Your body accepts Cyberware very easily. Tech cost for Cyberware is reduced by 10%. |
Destiny's Child | Origin | Global | The character's Fate Regen rate increases by 10%. |
Erased | Origin | Global | The character diligently works to eliminate all traces of his existence. He receives a Resolve save against being found in data searches. |
Famous | Origin | Global | The character is well-known to the general public. He could be a former sports star, actor, politician, etc. Trendy hot spots and restricted social circles are open to the character. People also tend to give his words extra weight. On the other hand, fame can be a serious negative in the shadows. Note this ability ceases to apply if the character's Lifestyle: Comforts and Furnishings are not above Average. The character receives a +2S bonus when negotiating payment for his services. |
Foreign | Origin | Global | The character comes from an exotic land. He speaks multiple languages fluently (English + Any tongues spoken in the region up to his |
Genecrafted | Origin | Global | Your body accepts Genetic Modication very easily. Tech cost for Genetics is reduced by 10%. |
Jack of All Trades | Origin | Global | Your character has worked in a very wide variety of fields. When making a test for a skill you do not have roll only 1 disadvantage (black) die, not 3. |
Liar | Origin | Daily | Your character believes his own BS. If someone realizes he is lying through supernatural means he may make an Intelligence Save to negate it. |
Lightning Fast | Origin | Global | Your character's Initiative target is reduced by 1. |
Likeable | Origin | Global | The character inspires trust. Contacts begin with +1 Reputation. |
Outdoorsman | Origin | Global | The character is very at ease in the wilderness. Negative terrain modifiers from outdoors terrain are halved and the character can meet his daily needs in 1/2 of the usual time. |
School of Hard Knocks | Origin | Encounter | The character grew up on the streets. His vicious attack dazes the opponent who loses 1d2 AP. He also receives a +1 mod to Awareness: Intuition checks. |
Shiv | Origin | Encounter | When grappling with an opponent the character rapidly stabs with a knife in his off hand. For each +2 AP the character may make an additional knife attack while grappling (maximum 3). |
Socialite | Origin | Encounter | The character is a really fun person to be around and is invited to all the best parties. He receives a 3/6 save against being snubbed socially. Reduce Social Pariah points by 25%. |
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