SCRs
Specialized Character Refinements
Every SCR is a double-edged sword. Choose a refinement to gain a powerful Enhancement that shapes your character's strengths — but accept the Impairment that comes with it. With 59 SCRs across three categories, no two characters are ever the same.
How SCRs Work
Enhancement
Each SCR grants a unique Enhancement — a passive ability, active power, or stat boost that defines a facet of your character. Some include sub-feats for additional depth.
Impairment
Every Enhancement comes paired with an Impairment — a drawback, vulnerability, or social complication. These aren't optional; they're part of the package and drive roleplay.
Categories
SCRs fall into three categories: Experiential (training & lifestyle), Genetic (biology & mutation), and Social (reputation & connections).
SCRs are available to all subclasses through Bracket Pool selections and the guaranteed Level 4 SCR slot. Some SCRs are Repeatable, allowing you to take them multiple times for stacking benefits — each with additional impairments. Others require specific Prerequisites such as Aptitude in a particular skill.
Experiential SCRs
Shaped by training, lifestyle, and lived experience. These SCRs reflect what your character has done, studied, or survived.
27 refinements
AI Hunter
You specialize in the ability to track down and terminate rogue Artificial Cognition. You gain Machine Language. You gain Edge on Skill Checks while tracking AI. You can re-roll one failed Attack Roll against an AI per Encounter.
Hunting AIs have made a powerful AI your enemy, constantly sabotaging your Online activities. You receive Hindrance on Charm based Skill Checks while dealing with AI.
Amplify Magic
You may now spend ARC to Amplify the effects of a Spell. Please see each spell's description for any relevant effects of the Amplify Feat.
Sometimes a highly specific focus can cause problems. You have Hindrance to Recall and Critical Thinking Skill Checks that don't involve magical knowledge.
Arcane Linguist
You have a sense for the words of magic and can quickly learn their intent. Gain Edge to Skill Checks when attempting to understand or glean knowledge about a magic. On success, you understand the basic intent of a Spell.
Your sensitivity to magic has resulted in you being overwhelmed by magical energies. You have a Hindrance to Defense Rolls against Psychic Damage.
Artificer's Adept
You have honed your skills in the art of crafting and manipulating magical artifacts. Whenever you make a Crafting Skill Check related to magic items, potions, or technological devices, you can add your MAB. Additionally, you gain Aptitude in the Toolkit of your choice.
Your constant exposure to magical energies has dangerous consequences. You have Hindrance to Defense Rolls against Electric Damage.
Battle Weaver
You have honed your Spell Weaving skills in combat. You gain +3 on Concentration Checks on Spells. You are able to perform the somatic elements of Spells even when wielding weapons or a shield. When a hostile creature provokes an Opportunity Attack, you can use a Reaction to Weave a spell on that creature. The spell must have a Weaving time of a Reaction or Quick Action and can only target that creature.
You have experienced traumatic events involving other magic users in the past. You have Hindrance to Skill Checks when dealing with other Spell Weavers.
Battle Sense
Prerequisites: Aptitude in Awareness
Gain +4 to your Initiative. So long as you are conscious, you cannot be taken by Surprise. Other creatures do not benefit from Partial Cover against you.
At the end of an Encounter, you must make a DC 12 Will Defense Roll to maintain your composure and avoid being overcome by your emotions. On failure, you suffer Hindrance to Charm based Skill Checks for 1 minute.
Billy the Kid
You have trained to be one of the best gunslingers to ever live. You make a single Ranged Attack with a One-Handed Firearm while taking the Run Action.
When wielding two Firearms gain Edge on Additional Attack Rolls and deal an +1d4 damage.
You can Reload a Firearm you are holding without requiring a free hand.
You can Draw or Stow up to two one-handed weapons at once.
You have developed a slight twitch when under pressure. When attempting the Focus Action, you must first pass a DC 12 Will Defense Roll to calm their body.
Bookworm
Your knowledge of scriptures, old texts, or lore is so extensive that you are able to find guidance and insight from them in any situation. Increase your Cognition Ability Score by 2, to a maximum of 20. By dedicating 10 minutes to decoding any relevant writing, such as scriptures or philosophical works, while contemplating a particular problem or dilemma you are facing, you may attempt a Recall, Magic, or Linguistics Skill Check.
Due to many long nights of reading, a restful night's sleep can be difficult to obtain. During a Long Rest, you must roll a Fortitude Defense Roll with a DC of 12. On failure, you will not be able to fully rest and recover, and will treat the Long Rest as if it was a Short Rest. This does not give a Level of Exhaustion.
Cybernetic Dysphoria
RepeatableCan be selected multiple times to a maximum equal to your Endurance Modifier, granting additional Cybernetics each time.
You have a preference for artificial body parts and enhancements over biological ones. You are able to add one extra Cybernetic over your Chrome Capacity. This Enhancement can be selected multiple times to a maximum equal to your Endurance Modifier, granting you additional Cybernetics.
The mismatched nature of your cybernetics causes routine errors. Once per day you must select one Skill Modifier to have Hindrance on until you Long Rest.
Damage Control
RepeatableChoose a different magic damage type each time. Cannot pick its opposite.
You excel at mitigating crises, swiftly repairing equipment or stabilizing precarious situations under pressure. You may choose one Magic Damage Type to gain Resistance to and you can ignore Resistance to damage of the chosen type that other creatures have. You can select this refinement multiple times. Each time you do so, you must choose a different damage type but cannot pick its opposite.
You are Vulnerable to the Magical Damage of the opposite Damage Type that you have selected.
E.M.T.
Prerequisites: Aptitude in First-Aid
You have spent years training to help those in need, treating injuries and resuscitating patients. Increase your Cognition or Intuition Ability Score by +1, to a maximum of 20. Using a First-Aid or a Medic Toolkit, you can attempt to revive a creature that has died within the last 10 minutes. After spending 1 minute attempting to revive the creature, you must make a DC 22 First-Aid Skill Check. On success, the creature comes back to life with 1 HP and 3 Levels of Exhaustion. This ability cannot be used to revive a creature that has died of old age, nor can it be used to revive a creature that is missing vital body parts or organs, such as its head. On failure, you cannot attempt to revive the creature again until it has been revived by some other means.
Your quick thinking and steady hands allow you to administer aid in the heat of battle. If an ally drops to 0 HP in combat, you will need to roll a DC 15 Will Defense Roll. On failure, you will immediately go and help the fallen character.
FAAFO
Sometimes you have to remind others of the consequences they face when they foolishly provoke you. When a creature's Attack Roll against you results in a Natural 1, you seize the opportunity to demonstrate that actions have consequences. With a resounding "F around and find out!", you retaliate with a devastating attack that auto-hits the triggering creature, leaving them regretting their ill-fated decision to mess with you.
You have a short fuse. When you roll a 1 on a Skill or Attack Roll, you must roll a DC 12 Will Defense Roll. On failure, you throw your weapon as hard as you can in a random direction and take 1d6 Psychic Damage.
Getaway Driver
You have gained a magical understanding of vehicles and their inner workings. When a vehicle you are driving is attacked, you can add your Aptitude Dice to its Defense Roll. You gain Aptitude with two non-sentient Land Vehicles. You can operate a vehicle without requiring a free hand to manage the controls.
Your aggressive driving style makes you prone to accidents. You have a Hindrance to Vehicle Handling Checks when driving outside of an Encounter.
Gun Fu
Your firearms have become an extension of your own body. When wielding Firearms, you can make a Melee Weapon Attack with it dealing 1d8 + your STR Modifier of Bludgeoning Damage.
Due to your reckless disregard of gun safety, you have hearing issues. You have Hindrance to Awareness Skill Checks involving hearing.
Internet Aptitudes
RepeatableChoose three different Equipment Aptitudes each time this refinement is purchased.
There's a lot of useful information on the Internet if you know where to look. Gain three Equipment Aptitudes of your choice. This can be specific weapons, armor, Toolkits, or vehicles. This refinement can be purchased multiple times.
You love finding new information but it makes your algorithm a little all over the place. You have Hindrance in Technology Skill Checks when trying to find specific information on the Internet.
Living Legend
By leveraging your skills in combat you have become a living legend. Whenever you deal maximum Overflow Damage or bring a creature to 0 HP, you can make an Additional Attack for 1 AP.
Old injuries flare up during combat. You have Hindrance to all Agility based Skill Checks while engaged in combat over 2 Rounds.
Passive Aggressive Assassin
You become a master of the art of Toxicants, using subtle and covert methods to dispatch your enemies. You gain Aptitude in either the Alchemist's or Herbalist Toolkit. Gain +2 to Crafting when making Toxicants. When attempting to use a Toxicant on a target through subtle means you gain +2 to your Stealth Skill Check.
Your prolonged exposure to toxicants has taken a toll on your health. You have Hindrance when Crafting a Healing Potion.
Resource Management
Keeping track of your resources is the name of the game. Increase any Ability Score by +1, to a maximum of 20. Gain +1 to your Subclass Focus or Spell Weaving Checks. Gain +3 Subclass Points.
Sadly you can't have it all. You have Hindrance in two Skill Checks of your choice.
Salvaging
You are able to extract Materials from both Technological and Biological Sources used for Crafting. You may also sell these Materials to Vendors for quick cash. While touching an Unconscious or Dead creature, or piece of technology, you may attempt a Salvaging Check.
You are a Luddite with an aversion to new technology and other cutting edge advanced tools or equipment. You have Hindrance on Technology and Hacking Skill Checks with technology that is not your own.
Scrapper
Your ability to think on your feet in combat grants you +2d8 when attacking with an Improvised Action.
When attacked with an Improvised Action you have Hindrance on the Defense Roll.
Shield Specialist
You utilize shields and shield generators not only as a protective measure but also as an offensive weapon. While wielding a shield and you succeed on a Fortitude Defense Roll, you take no damage instead of half.
When you focus on a target, nothing else matters, granting you unparalleled precision but leaving you vulnerable to distractions. You have Hindrance against Surprise Attacks.
Touched by a Mal'akh
You have been touched by the presence of a Mal'akh. You learn three Novitiate level spells of your choice. The spells cannot have Miasmic Damage associated with them. You can Weave each of these spells without expending ARC once a day.
You made enemies with a supernatural entity. You begin to stutter uncontrollably when dealing with or describing any Extraplanar Creatures (Asura, Mal'akh, Tetorlith or Elohim). You have Hindrance to Skill Checks when dealing with Extraplanar creatures.
Versatile Fighter
You are at your strongest when you have a weapon in each hand. After you have made an attack with a Melee Weapon, you can make a second attack as a Free Action with a One-Handed Ranged Weapon held in the other hand.
You are so focused on looking cool that you don't pay attention to what you are functionally doing. You have Hindrance to Stunt Skill Checks.
Wanna Wrestle?
Increase your Strength Ability Score by +1 to a maximum of 20. When you make a successful Physical Strike you automatically Grapple your target. When you have a creature Grappled, you may spend 2 AP to attempt to pin the target by making a Contested Brute Force Skill Check. On success, both you and the creature will be Restrained until the Grapple ends.
Wrestling has taken a toll on your joints. You have a Hindrance on Agility-based Skill Checks when not in combat.
Wasteland Survivalist
You have spent more than enough time in the Wastelands outside the protection of the City states to know how to survive. Increase your Endurance Ability Score by 2 to a maximum of 20. You have +2 on Survival Skill Checks to track creatures and navigate through any Wasteland. You gain Resistance to Radiation Damage.
You trust what is in front of you, no matter how unbelievable. You have Hindrance on Defense Rolls against Charm and Illusion Spells and Effects.
Weapons Enthusiast
RepeatableChoose a different Damage Type each time: Piercing, Slashing, or Bludgeoning.
Choose one of the following Damage Types to gain Aptitude with: Piercing, Slashing, or Bludgeoning. You can re-roll any 1's and 2's on the Damage Rolls with these Weapon Types. Increase either your Strength or Agility Ability Score by +1, with the maximum score of 20.
After using this ability you suffer Hindrance on your next Reflex Defense Roll.
Witch Hunter
You have spent your life battling Spell Weavers to learn their weaknesses. When a spell is woven within 1 m, you can make an Opportunity Attack against the Spell Weaver.
Your constant battle with Spell Weavers has given you a reputation among them. You have Hindrance to Insight Skill Checks when dealing with other Spell Weavers.
Genetic SCRs
Rooted in biology, mutation, or genetic modification. These SCRs alter your character at a physical or cellular level.
13 refinements
Ambidextrous
You possess a genetically enhanced ambidexterity, allowing you to perform tasks with equal Aptitude using either hand. Gain Edge when taking the Additional Attack Action.
Your fingers and wrists are flexible, but also notoriously unstable, prone to double-joint at any given moment. You suffer Hindrance to Stunt, Parkour and Stamina Skill Checks involving your hands.
Aesthetic Appeal
This modification enhances your physical attractiveness, improving facial symmetry, skin complexion, body proportions, and other desirable traits. Gain Edge on Charm Based Skill Checks.
You like to smell good, maybe too good. You suffer Hindrance on Stealth Skill Checks when in public spaces.
Bio-Enhanced Perception
This genetic upgrade enhances a character's natural senses to supernatural levels. Gain Night vision up to 10 m and you are unable to be taken by Surprise.
You suffer Hindrance on Defense Rolls against being Blinded or Deafened.
Biogenetic Upgrade
RepeatableEach time you take this enhancement you suffer 2 Levels of Exhaustion for 24 hours regardless of Resting.
With these genetic modifications, you have an increased capacity for a specific ability. You may increase one Ability Score of your choice by 2, this score can exceed the usual limit of 20.
The genetic modifications that enhance your abilities also make your genetic structure unstable. Each time you take this enhancement you suffer 2 Levels of Exhaustion for 24 hours regardless of Resting.
Bolstered Immune System
Your body has a remarkable ability to recover from ailments. When rolling HP Dice on a Short Rest you double the results.
Wearing heavy armor causes you to tire easily. You suffer Hindrance to Endurance based Skill Checks when wearing Heavy Armor.
Bullet Sponge
Increase your Endurance Ability Score by 2, to a maximum of 20. Gain Resistance to Piercing Damage from Firearms.
The absence of armor leaves you vulnerable and shaken. Whenever your armor has 0 THP, you must roll a DC 10 Will Defense Roll. On failure, you are Frightened until you are able to find the nearest source of Cover.
Endurance Reinforcement
Your stamina is bolstered beyond normal limits. When gaining HP during leveling, you now add 2 x your Endurance Modifier to your HP.
Your refined nature leaves you sensitive to unpleasant conditions. You are Vulnerable to Toxicants.
Kinetic Booster
The AP cost of all Movement based Actions is halved to a minimum of 1.
The booster often leaves you fatigued. After the Withdraw or Run Action you suffer Hindrance on your next Reflex Defense Roll.
Lightframe Adaptation
A condition that affects bone density and muscle mass resulting in a lighter body weight and increased agility. Increase your Agility Ability Score by +1, with the maximum score of 20. Your Speed increases by +2 and you gain +1 to Reflex Defense Rolls.
Your lighter frame makes you more susceptible to physical damage. You are Vulnerable to Bludgeoning Damage.
Magi-Resistant Genetic Variation
Due to a genetic mutation, you are less sensitive to magical energies. You gain +5 on Defense Rolls against Magical Effects.
Your body often rejects beneficial magical effects. When being healed by Magic, you must make a DC 12 Fortitude Defense Roll. On failure, you only receive half the HP.
Mortal Tank
Tanks don't dodge bullets, they eat them. Increase your Strength Ability Score by +2, with the maximum score of 20. You gain Aptitude with all Heavy Armor. While you are wearing Heavy Armor, the Brace Action costs 1 less AP.
Due to a genetic disorder, your blood is not able to clot properly, causing you to bleed more easily from wounds. You take an additional 1d8 damage from Slashing and Piercing Damage to your HP. In addition, you suffer Hindrance on checks to stay awake when at 0 HP.
Regenerative Tissue Enhancement
This genetic modification enhances the body's natural ability to heal and regenerate tissue. At the start of an Encounter, you can regenerate 1d10 HP unless you are Unconscious or Incapacitated. Gain 2d10 HP when not engaged in combat or any strenuous activity.
Due to a genetic flaw, you have a compromised immune system, making you more susceptible to illnesses and diseases. When you fail a Fortitude Defense Roll against a Disease, Toxicant, or Poison, the Damage and Duration is doubled.
Radiation Resistance
Your genetic makeup makes you more resistant to radiation than the average person. You gain Edge on Defense Rolls against Radiation Damage and the effects of Radiation Poisoning. On a failed Defense Roll against being Irradiated you can re-roll once per Long Rest.
Due to a genetic flaw, you have a compromised immune system. You are Vulnerable to Poison Damage.
Ready to Refine Your Character?
Pair SCRs with your Class and Subclass to build a character that is truly yours. Explore the classes or dive into the full rules.
Social SCRs
Born from reputation, connections, and social standing. These SCRs define how the world sees your character and who they know.
19 refinements
Benefactor
You have a wealthy and influential patron who supports you financially and provides you with access to their network of contacts and resources. Your benefactor grants you: A weekly stipend of 100 x your level in Credits. Once per month, you can ask your benefactor for a favor that is within their power to grant. However, your patron expects you to remain loyal and obedient to their wishes, and they may withdraw their support if you disobey them or act against their interests.
You have a dark secret that you would do anything to keep hidden. Unfortunately, someone has discovered it and is now using it to blackmail you. You will receive demands of money, favors, or other types of compensation in exchange for your blackmailer's silence. If you refuse to comply, the blackmailer could reveal the secret and make life difficult for you.
Charismatic Leader
You possess a naturally magnetic charisma that commands respect and attention from those around you. When you succeed on a Charm based Skill Check against a creature with a Charm Ability Score lower than 10 they become Charmed by you for 4 Rounds.
One day, someone will see you for the fraud you think you are. After succeeding on a Charm based Skill Check, you suffer Hindrance on all Social Skill Checks for the next hour.
City State Connections
You have a vast network of acquaintances and contacts across the City States, and you know how to leverage them. You can spend 1 hour gathering rumors in any City State settlement, automatically learning one piece of useful local information (recent events, power shifts, dangers) without a Skill Check. Increase your Charm Ability Score by +1, with the maximum score of 20.
You once humiliated yourself in front of an important ruler, executive, or official in a specific City State or Corporation, and the incident is still widely known and remembered. You suffer Hindrance on all Social Skill Checks when interacting with anyone in power.
Corporate Connections
You have contacts and allies in the corporate world granting you access to a wealth of information and resources that can be helpful in navigating the corporate sphere. You can gain entry to corporate facilities, events, and meetings without needing official clearance or an invitation — your name is on someone's list. Once per month, you can requisition a piece of Standard Grade corporate equipment or service worth up to 500 x your level in Credits at no cost. Increase your Charm Ability Score by +1, with the maximum score of 20.
Your reputation precedes you, and it's not a good thing. When dealing with anyone outside your corporate circles, you suffer Hindrance on all Charm-based Skill Checks. People can smell the corpo on you.
Courtly Graces
You have been trained in the manners and customs of high society, and can navigate formal events and etiquette with ease. You cannot be denied entry to formal gatherings, galas, or political functions — you know the customs, the dress codes, and the right things to say. When attending such events, you automatically learn the names and titles of the most influential people in the room without a Skill Check. Increase your Charm Ability Score by +1, with the maximum score of 20.
When not in ear shot of High Society you have a knack for inadvertently using vulgar language and cursing. You suffer Hindrance on all Charm-based Skill Checks when dealing with anyone you consider beneath your social standing. Additionally, you must succeed on a DC 14 Will Defense Roll to refrain from cursing or using vulgar language during any casual social interaction.
Dark Web Connections
Through your access to the dark web, you have connections to various illegal groups, individuals, and information that most people wouldn't even know existed. You can locate and purchase illegal goods, restricted information, or black market services that would otherwise be unavailable. Once per Long Rest, you can post a request on the dark web to find a specific person, item, or piece of information.
You have made an enemy of a skilled hunter, who has been tracking you down for a past transgression. You suffer Hindrance on all Skill Checks to Disguise yourself or hide your identity. Additionally, when dealing with law enforcement or authority figures, you suffer Hindrance on all Charm-based Skill Checks.
Debt Owed
RepeatableCan be taken multiple times. Each instance represents a separate debt.
You've done something significant for someone, or perhaps you saved their life, now they owe you a significant debt. At any time, you can call upon this person to repay their debt. They must fulfill one request within their power, no questions asked. Once the debt is repaid, this Enhancement is spent.
Unfortunately you also owe a significant debt to a powerful figure in a specific organization, corporation, military/law enforcement or government agency. This individual has the resources and influence to track you down. At any point during the campaign, the GM may have your creditor come calling — demanding money, a job, or something worse. You cannot refuse without serious consequences.
Digital Influencer
You have established a significant social media presence. Through your digital platform, you are able to disseminate information and influence public opinion. You can spread a message, rumor, or call to action across a City State's digital networks. Additionally, you can identify any public figure's reputation and social standing by searching your networks, without a Skill Check.
The internet giveth and the internet taketh away. Your online presence has attracted a dedicated group of detractors who undermine you at every opportunity. Whenever you fail a Charm-based Skill Check in a public setting, your trolls amplify the failure. You suffer Hindrance on all Charm-based Skill Checks for 24 hours after a public social failure.
Family Prestige
Your family has or had great status within the City States, and this has given you a certain amount of prestige. When you introduce yourself to someone in a position of power or authority, they know your family and will grant you an audience. You are welcome in places others would be turned away — private clubs, government offices, corporate lobbies — simply because of your last name. Increase your Charm Ability Score by +1, with the maximum score of 20.
Every great family has skeletons in the closet, and yours are dangerously close to getting out. A rival, journalist, or enemy has dirt on your family. The GM may introduce moments where this scandal surfaces or is leveraged against you. When it does, you suffer Hindrance on all Charm-based Skill Checks with anyone who has learned of the scandal until you leave the area or the situation is resolved.
Favored Herald
You are recognized as a voice of your chosen Ohros or Sect. Temples, shrines, and religious communities aligned with your faith will provide you shelter, food, and aid without question. Once per Long Rest, you can invoke your Ohros's name to compel a faithful follower to assist you — they will not risk violence or death, but they will go out of their way to help. Increase your Intuition Ability Score by +1, with the maximum score of 20.
To some, you are a pious faithful, to others you are a boot licker to the Religious aristocracy. Your Ohros or Sect expects you to uphold their tenets. When you act against the principles of your faith, you lose access to this Enhancement until you atone. Atonement requires a task, sacrifice, or act of devotion determined by the GM.
I Know a Guy
You possess social connections that can be used to exchange favors or make contact with influential individuals. You always know someone. When you need something — a specialist, a dealer, a fixer, a way in — you can declare that you know someone who can help. The GM determines who this contact is and what they want in return, but you always have a name to drop and a way to reach them.
You know a lot of people. Not all of them are good people. When you are investigated, interrogated, or scrutinized by any authority, your web of contacts works against you. You suffer Hindrance on all Charm-based Skill Checks with law enforcement, military, or government officials. Your known associations make you a person of interest wherever you go.
Inconspicuous
You have a knack for blending in and being forgettable. People have a difficult time remembering your face or details about you, and you rarely attract unwanted attention. Creatures that have interacted with you briefly cannot recall specific details about your appearance unless they succeed on a DC 14 Cognition-based Skill Check. You do not need to make Stealth checks to blend into a crowd.
Being forgettable has its drawbacks — even people who should remember you don't. Allies and friendly contacts may forget prior arrangements, promises, or meetings with you. You suffer Hindrance on all Charm-based Skill Checks when trying to make a lasting impression, build a reputation, or be taken seriously by someone meeting you for the first time.
Local Celebrity
You are beloved in a particular town or region, and your name is synonymous with heroism. In your home region, people recognize you and want to help. Local businesses offer you discounts, citizens share information freely, and local authorities give you the benefit of the doubt. You will never be refused service, shelter, or basic aid within your region of fame.
Fame is a double-edged sword. Not everyone loves a local hero. Outside your region of fame, no one knows or cares who you are — and you struggle without the special treatment you've grown accustomed to. You suffer Hindrance on all Charm-based Skill Checks when operating outside your home region. Additionally, your fame at home makes you easy to track — anyone looking for you has Edge on Skill Checks to gather information about your whereabouts.
Master of Ceremonies
You have a natural talent for organizing and hosting events, and can easily command the attention of large crowds. When you speak to a crowd, they listen. You can hold the attention of a group — a bar, a rally, a packed room — for as long as you keep talking, preventing them from turning hostile or dispersing. Additionally, you can organize a public event in any City State settlement given 24 hours of preparation, drawing a crowd appropriate to the location. Increase your Charm Ability Score by +1, with the maximum score of 20.
Despite your skills, you suffer from anxiety before large events. After any social event where you were the center of attention — a speech, performance, negotiation with multiple parties, or hosted gathering — you suffer Hindrance on all Charm-based Skill Checks until you Long Rest.
Military/Law Enforcement Ties
You have connections in the military or law enforcement, and you are able to call upon them for assistance in certain situations. Once per month, you can call in backup, requesting a patrol, an escort, or an official investigation into something. The GM determines response time and scope.
The reason for your connections is complicated — you have a criminal record from your time serving. After using your ties, you suffer Hindrance on all Charm-based Skill Checks involving military, law enforcement, or authority figures for the rest of the month. People dig into why you left, and the answers aren't flattering. Additionally, you cannot enter high-security government facilities without proper clearance.
Pathological Liar
Even when caught lying, you can't help yourself. When you are caught in a lie, you can immediately double down with a new lie to cover the first. You may re-roll a failed Persuasion, Dishonesty, or Con-Artist Skill Check once per social interaction with Edge. The target does not realize you were lying about the first thing — they're now focused on the new story.
You have lied to the wrong person and made a powerful enemy who seeks to harm you at every opportunity. When dealing with anyone affiliated with or loyal to your nemesis, you suffer Hindrance on all Charm-based Skill Checks. Additionally, the GM may introduce your nemesis or their agents at any point during the campaign.
Screw I.C.E.
You have dedicated yourself to undermining the Interzone Compliance Enforcement — the government agency that controls borders, separates families, and detains those it deems "unregistered." You are a hero to displaced communities, refugees, and undocumented populations. They will shelter you, lie for you, and never give you up. You can forge or acquire transit documents, identification papers, and border passes given enough time. You automatically know the locations of checkpoints, patrols, and detention routes in any City State you've spent at least 24 hours in. Increase your Charm Ability Score by +2, with the maximum score of 20.
Your activities have not gone unnoticed. You are flagged in every government border system across the City States. You suffer Hindrance on all Charm-based Skill Checks when dealing with any government official or law enforcement. Anytime your identity is scanned at a checkpoint or border crossing, the GM may trigger a detainment attempt.
Street Wise
You know about life on the streets and feel the pulse of those living there. By spending a short time walking the streets, you automatically learn who runs things locally, what dangers to avoid, and where to find what you need — no Skill Check required. Street people trust you; beggars, dealers, couriers, and squatters will talk to you when they'd ignore or flee from anyone else.
Your actions have drawn unwanted attention from the authorities of a City State Government. You are the subject of an active manhunt, with a significant bounty placed on your head. This organization will stop at nothing to capture or kill you. You suffer Hindrance on all Charm-based Skill Checks when interacting with law enforcement or government officials. The GM may introduce bounty hunters or law enforcement at any point during the campaign.
Wasteland Traveler
You have traveled extensively through dangerous and inhospitable territories and have developed a keen sense for those that live within them. You can find safe passage, shelter, and trade among wastelanders, nomads, and frontier settlements without suspicion. When traveling through the Outlands, you automatically know the safest routes, local hazards, and territorial boundaries without a Skill Check.
Your genetic makeup makes you more susceptible to the harmful effects of radiation than the average person. You suffer Hindrance on all Defense Rolls against Radiation Damage and the effects of Radiation Poisoning. Your body has absorbed too much — even minor exposure hits you harder than most.