SSE 2E Technique Lists

Category:Dice System
Category:2E - Second Edition
== 2E Technique List Template ==
=== Template ===
Origin: Filler
STAT REQUIREMENT:	?? 	 	
Ability Name 	Dice Modification	Action/Perk Details	LEVEL REQUIREMENT
 	 	 	
 	 	 	1
 	 	 	1
== 2E Universal Action Lists ==
=== Prep Actions List ===
Can't find the prep actions? Here's them listed!
 	 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Stretching Prep 	+1 	Stretching before an action improves the next STR/MVT/NTR-based action with a bonus. Costs 1 action point. 	1
Diving Prep 	+1 	Use this action when diving into a liquid to increase the user's MVT when swimming for two turns with a bonus. Costs 1 action point. 	1
Build Prep 	+1 	When starting a build during turn-base encounters, the first CFT roll after this prep gains a bonus. Costs 1 action point. 	1
Flesh-Knitting Prep	None 	Create leather using flesh, skin, and body parts from corpses or mutilated entities. Required for certain crafting recipes. Costs 3 action points.	1
Enraged Prep 	+1 	Start with a 1 to any insanity point counter for any technique or species list. Always active when prepared. 	1
=== Shared List ===
Actions that every character can utilize no matter the build! Does not count to the technique list limit of 3!
Origin: Shared
 	 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Disengage 	+15 	When near an enemy, use disengage with a counter bonus against any reaction towards fleeing or walking away counter-reactions. Costs 3 action points. This can only be used in turn-based encounters and DC-set situations. 	0
Strengthened Stopper 	+3 blocking
-3 dodging	Using STR bonus, the user can utilize their stat bonus alongside this technique toward blocking counter rolls as a free reaction in reflection to their bulked weight but reduce counter movement dice rolls (dodging). This will stay active for the entire encounter once activated. This can only be used in turn-based encounters and DC-set situations. 	1
Motivated Mover 	+7 normal bonus
+9 with perk	As a reaction, sacrifice all of the user's action points next turn for a bonus to all dodging counter rolls in the round. Costs 3 action points next turn. The user will be in a level 2 stamina exhaustion turn after the sacrificed turn. This can only be used in turn-based encounters and DC-set situations. If the user has monk's mindset lifestyle perk, the bonus is increased by 2.	1
Nurtured Native 	None 	Using one's instincts as a reaction or action against target reactions, if a target's attack roll is only 1-4 points higher than the user or 3-tile distance nearby ally's counter roll, the user can force a tie to flip a coin. Costs 1 action point as a reaction next turn or as an action in the current turn. This can only be used in turn-based encounters and DC-set situations. 	1
Imaginative Instruction	+4 	As a reaction, counter rolls against attacking INT DCs or mind-based telegraphing/trickery is improved significantly while also applying a stamina exhaustion turn onto the entity that attempted to attack the user. This costs 1 action point from the user's next turn. This can only be used in turn-based encounters and DC-set situations. 	1
Miraculous Medicine 	None 	When utilizing MED on an injured target, they receive the user's MED stat bonus to their next action only. Adds 1 to the cost of the user's action points spent healing the target. This can only be used in turn-based encounters and DC-set situations. 	1
Creator's Conduct 	None 	Whether the user is breaking open locks or fixing a device, the user can use their CFT bonus after doing an action to improve/lower said lock's DC for its next interaction only or add the CFT bonus to a polished/fixed weapon's damage for its next attack only. Costs 2 action points. This can only be used in turn-based encounters and DC-set situations. 	1
Peaceful Peering 	+5 aiming
1 damage reduction	Calming all senses down, the user can decrease the damage of all their attacks the turn this is active to increase the PER attack action rolls. The user cannot dodge or block attacks until their next turn after activating this action. This is a free bonus action that can only be used once per turn. This can only be used in turn-based encounters and DC-set situations. 	1
Charming Chaste 	+3 normal bonus
+5 with perk	With the CHA stat bonus, performance and vocal-based attack/trickery/roll-support actions are increased at the cost of going into a level 2 stamina exhaustion their next turn. Costs 1 action point. This can only be used in turn-based encounters and DC-set situations. With the talkative talker lifestyle perk, the bonus is increased by 2. 	1
Consumers Cool 	None 	When consuming a recipe meal with a buff, the user can utilize their CON bonus to add temporary bonus HP. This bonus maxes out to 5. This can only be used in turn-based encounters and DC-set situations. Costs 1 action point. 	1
Not listening 	-3 	Reduce CHA rolls against the user for two rounds. This has a four round cooldown. Costs 1 action point. This does not work against a target with the talkative talker lifestyle perk. 	1
Stamina Drain 	None 	Go into exhaustion but stop a 2-tile 15 HP or lower target that is around reasonable weight to the user from using their STR and MVT bonuses + perks for two rounds. This has a four round cooldown. Costs 1 action point. This does not work against targets with the olympian lifestyle perk. 	1
Evade Signal 	+3 	When being hacked by a target, the user can use this free reaction twice per round to improve their counter INT roll against the hacker. 	1
Grenade Drop 	2 armor 	If the user is within radius of an explosion verb, as a reaction which costs 1 action point the user's next turn and forcing them prone, the user can reduce the incoming damage by dropping down. 	1
Ammunitions 	CFT Technique 	The user can craft any level 1 smith recipe related to consumable ammo without the need of any perks. Crafting ammo during turn-based only costs 1 action point instead of the usual 3 points. This is always active when prepared. Passing ammo to one target is a free bonus action instead of an action point, but can only be done once per turn. 	1
Dismantle 	None 	The user can attempt to dismantle an equipment item level 1 or lower by flipping a coin outside turn-based. If it is heads, the dismantling fails and breaks the item. Tails, the exact ingredients of the item is given. 	1
== 2E Specific Action Lists ==
=== Pack Master Training Methods ===
Techniques designed only for companions a character with the Pack Master lifestyle paragon perk can use.
Origin: PM Training Methods
STAT REQUIREMENT:	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Pack Pounce 	NTR Technique 	The user must beat a NTR DC 17 for all companions to successfully utilize this technique. The companion is trained to pounce in a pack, followed by other companions as a free bonus action that can only be done once per three rounds. All their attacks can only be applied together with a bonus to the shared attack roll with a +6. 	5
Trained Defiance 	NTR Technique 	The user must beat a NTR DC 11 for a companion to successfully utilize this technique. The companion is trained to remove a chosen stat bonus used against the companion or user for three rounds. The user must choose the stat at the start of their turn. Costs 2 action points. This cannot stack and can only be reactivated after the three rounds end. This technique immediately ends when the companion is downed or dies.	5
Territory Control	NTR Technique 	The user must beat a NTR DC 8 for a companion to successfully utilize this technique. The chosen companion is trained to push a target at least 100 lbs heavier or less than the companion. This allows the companion to push the target to a different tile with a 15 tile radius from the original position of the companion. Costs 1 action point. 	5
Calm Patient 	NTR Technique 	The user must beat a NTR DC 2 for a companion to successfully utilize this technique. The companion is trained to recover with a calm attitude, receiving additional HP +3 from MED/CFT rolls. This is always active when prepared. 	5
A Pack Leader 	NTR Technique 	The user must beat a NTR DC 2 for a companion to successfully utilize this technique. The companion is trained to lead additional companions. Only one companion can have this at a time. This allows the user to have one more companion prepared on their character sheet. This is always active when prepared. 	5
=== Acordia's Elusive Light ===
Techniques designed only for those with the Acordia's Elusive Light mutation. Similar to fae abilities, this requires heavy nourishment but also require a power source to draw energy from.
Origin: Acordia
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Distraught Allegiance	+6 	As a basis, the user has a boost to insight when topics related to scientific US bunker knowledge is involved using this bonus. This is always active when prepared and requires no spending. 	1
Photosynthetic Cells 	1d8 damage (no crit)	Utilizing cells as a basis of energy with reliance on electrodes, generates electricity; a phenomenon which the Acordia company achieved in developing. The user can utilize this ability to do temporary actions at the cost of spending a fusion battery.
* Transference: The user can shift the molecular structure of simple elements, temporarily powering a system similar to a fusion core. This lasts one IRP day. This can also be utilized as a ticking time bomb, requiring 1 round before exploding and apply this action's damage. The explosion has a 15 tile radius. Costs 2 action points and x1 Small Fusion Battery. This can only be done once per IRP day.
* Golden Discharge: A fusion core can instead be spent to create a powerful plasmatic burst 5 tiles within the user's vicinity using this action's damage. Targets struck also receive the bifrost verb. Costs 1 action point and x1 Small Fusion Battery.
* Enhancing Tech: Any tech within 10 tiles from the bunker brilliance and california aristocracy special lists can be enhanced with this action's 1d8 bonus. This lasts two rounds. Costs 1 action point and x1 Small Fusion Battery.	2
Brilliant Shine 	+7 	A bright, golden hue forms around the user which enhances their rolls with this action's modifier. This enhances the brain processing speed when activated. The user however loses access to utilizing other technique actions until this boost ends. This lasts for 2 rounds and can only be used once per IRP day. Costs 1 action point and x1 Small Fusion Battery. The user must beat an INT DC 17 to activate this.	3
Reconstruction 	+5 	If the user spends a x1 Medium Fusion Battery, they can empower lower-leveled technique actions from the Acordia list, adding this modifier to the improvement of the saving/action rolls of the techniques. This bonus lasts the entire encounter. Costs 2 action points as well as the battery. 	4
Gold Body 	2d6 damage (no crit)
+5 attack roll	When the user spends a x1 Large Fusion Battery and 1 action point, they embrace a bright yellow light around their body which generates powerful heat that protects the user but also inhibits the use of concentration-based abilities until depowered. This form lasts six rounds. In this state, the user can utilize a list of abilities:
* Transference Discharge: Without the need to spend a fusion battery, the user can generate more powerful bursts of golden discharge with this action's damage and modifier bonus to its attack roll. When targets are struck, they receive the bifrost verb x2 and burn verb. This is a bonus action that can be used once per round.
* Blight Protection: Singe any target that attempts to physically harm the user while in this state. Any melee or close-quarters attack from a target will cause them to receive this action's damage and the possibility of burn verb. This is always active while in this state.
* Tunnel's Light: The user can swarm the surrounding golden light around them into a powerful burst, ending this state after this is activated but dealing incredible damage towards targets 10 tiles in radius. Applies +4 additional damage to this action's modifier. Costs 3 action points.	5
=== Cave-Dweller ===
Techniques designed only for those with the Cave-Dweller mutation and the specific SM Human variant.
Origin: Cave
STAT REQUIREMENT:	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Full Moon 	STR/MVT/NTR +3 	When in the eldritch form, the user has an increase to all STR/MVT/NTR stats but loses access to utilizing any other stat bonus. This is always active when prepared. 	1
Were Beast 	2d4 damage (crit: +2)
+3 attack roll	While in eldritch form, the user can do a powerful lunge forward using their hulking humanoid form. This moves them 1 tile nest to a target and can be attacked if 10 tiles away. This attack has an increase in its attack modifier. Their hands deal cut and blunt verb x2. Costs 2 action points.	2
Savage Lander 	None 	With this action, the user now has access to their CHA bonus when in eldritch form. The user can yell an incredibly powerful territorial scream which applies a hormone towards targets 20 tiles nearby. They receive the eldritch fear verb. Costs 1 action point. 	3
Augmented Animal 	2d4 armor (no crit)	In eldritch form, the user now has access to their CON bonus. When attacked, the user has a natural bonus armor roll. This is always active when prepared. 	4
Wicked Wiccan 	+5 	While in eldritch form, if the user commands/controls two eldritch animal companions, they can enhance their action rolls with this bonus. This is always active when prepared. 	5
=== Spirit Calling ===
Techniques designed only for fae with the Álfheimr neck circuit.
Origin: Álfheimr
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Steed of Reeds 	None 	Summon a minion that appears like a spectral horse. This summon has a different effect as well as appearance depending on the fae program variant; if the user is a core, they can select the effect and appearance. This steed as 1 action point and MVT +8 always with a stamina level 4 as well as 5 HP. Costs 3 action points to summon and only one can exist at the same time. The horse can only travel 20 tiles at a time every minute outside turn-based and 10 tiles during turn-based. This cannot be influenced by poisons.
* Hard-Light Steed: The user has a glowing hard-light steed that generates a trail of soft-light which can harden to the user's command as a bonus action. This construct lasts 2 rounds before disappearing and can create walls around the tiles which this summon travels during its first turn only. This is for hard-light programmed faes only.
* Black-Box Steed: The user has a horse with the make-up of wires and glowing yellow eyes. This horse can be hacked by the user only via species actions. This is for black-box programmed faes only.
* Acoustic Steed: The user's horse appears ghostly, similar to gas and when ridden; it can increase its MVT by +5 and travel distance by 20 tiles. This is for acoustic temperature programmed faes only.
* Genetic Steed: A perfect steed, closely resembling a real animal. The one difference is this creature has wings, so its more a Pegasus. The user can fly with this steed. This is for genetic programmed faes only.
* Terra Steed: A powerful steed that is made up of vines, similar to an eldritch plant. When ridden, the horse can root into the ground or walls to keep balanced. This is for terra programmed faes only.	1
Drifting Spirit 	1d2 damage (no crit)	Summon a minion that appears like a spectral humanoid. This summon has a different effect as well as appearance depending on the fae program variant; if the user is a core, they can select the effect and appearance. This summon has 1 action point and MVT +2 always with a stamina level 1 as well as 2 HP. It also has INT +2 always. Costs 1 action point to summon and only one can exist at the same time. It has a base attack action that deals low damage. This cannot be influenced by poisons.
* Hard-Light Minion: A glowing hard-light minion that can utilize a level 3 hard-light command species action the user prepared. This is for hard-light programmed faes only.
* Black-Box Minion: A wired-up minion that can utilize a level 3 black box command species action the user prepared. This is for black-box programmed faes only.
* Acoustic Minion: A ghostly minion that can utilize a level 3 acoustic temperature command species action the user prepared. This is for acoustic temperature programmed faes only.
* Genetic Minion: A pile of flesh minion that can utilize a level 3 genetic fae command species action the user prepared. This is for genetic programmed faes only.
* Terra Minion: A rock-like minion that can utilize a level 3 terra fae command species action the user prepared. This is for terra programmed faes only.	2
Shaded Stalker 	2d6 damage (no crit)	Summon a minion that appears like a spectral hand which can disappear using invisibility, having a +10 bonus to stealth rolls. This summon has 1 action point and MVT +2 always with a stamina level 1 as well as 2 HP. It requires 1 action point to go invisible, move, and attack. Costs 1 action point to summon and only one can exist at the same time. It has a base attack action that deals high damage. 	3
Revenant Ascension 	+5 	Empower any summoned minions from this technique list, boosting their efficiency (all rolls) by +5 for two rounds. This has a two round cooldown. Costs 1 action point. This cannot be used if the user does not have all lower leveled techniques on this list prepared. 	4
Mocking Poltergeist	None 	Summon a powerful minion that appears similar to the user's appearance but in a ghostly form. This summon can utilize all the fae species commands of the user. This cannot be used if the user does not have all other techniques on this list prepared. This summon has 3 action points and all stats of the user, reduced by 1 point. It only has 5 HP and cannot be influenced by poisons. Costs 3 action points to summon and only one can exist at the same time.	5
=== Blood Casting ===
Techniques designed only for coil with the Kali, Goddess of Blood neck circuit.
Origin: Kali
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Blood Duet 	3 damage (no crit)
1 self damage	Cut one's palms to concentrate a burst of bleeding tendrils which spin together in unison, capable of piercing two targets standing in a row. Limited to 10 tiles. Costs 1 action point. 	1
Bleeding Hail 	3 damage (no crit)
1 self damage	Apply a powerful force of blood, spraying it outward from any cut part of the user's body. This can cover a 15 tile radius. All blood spraying outward sends hardened blood which applies the cut verb x2 and damage to all chosen targets. Costs 2 action points. 	2
Red Leap 	+5 jumping 	The user can boost themselves using blood from their wrists to increase MVT jumping rolls. Costs 1 action point. 	3
Recognitive Shards	1d2 damage (no crit)
+2 attack roll	Every time the user successfully cuts a target that is not the user and makes them bleed, the caster can pull that blood after touching it as a bonus action to form a floating blood shard with a total of six. These can be saved to be fired with a bonus to their attacking roll as a free bonus action each.	4
Four-Armed Blood 	1d4 damage (no crit)	While activating this, the user can form two fake arms of solidified blood which cannot hold items but instead shape into blades. This lasts three rounds before needing to be cast again. Each arm can attack once as a bonus action per turn. Costs 3 action points. 	5
== 2E Technique Lists ==
=== Rules ===
 Only THREE technique lists per character. Ensure stat requirements are met if there is any.
 Starting from level 2, only two options can be prepared for each level on a character sheet. Martial Arts technique lists start from level 1 with the limitation while all other lists allow many level 1s to be prepared. Certain perks can change this rule depending. 
 Any actions from the Shared List don't count towards the THREE technique list rule and is available to all characters. Prep actions given from perks don't count to the three technique list limit!
=== Settlement Noble ===
The character has experience living within a decently protected and technologically advanced settlement within the upper-class echelon, having decent knowledge passed down from centuries ago.
Origin: Settlement Noble
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Piggy Bank 	+1 	Within advanced and wealthy settlements, the user gains CHA bonus rolls when dealing with currency encounters. 	1
Wealthy Wasteland 	+3 	Rolling investigation to analyze an individual will immediately point out a single expensive/high-tech item on them. 	1
Historical Sense 	+3 	Rolling history checks have an increased bonus. 	1
Cold War Secured 	CFT Technique 	Utilizing this technique while crafting firearm or high-tech firearm equipment adds this to the equipment action. This requires x2 computer chips in addition to its ingredients: Crafted by a settlement noble, the firearm can only be activated by chosen owners with their fingerprints.	1
Estate Management 	+2
+3 with perk 	Grants a bonus to rolls related to settlement governance, resource allocation, and diplomatic interactions within the settlement. With the talkative talker lifestyle perk, the user has an increase in this action's modifier bonus. 	2
Social Ties 	+2 	Bonus when dealing with individuals from high-class backgrounds or within technologically advanced settlements. 	2
Ghosts Have Value 	+2 	Negotiations with holo-card credit goes much more smoothly for the user. When prepared, this is always active. 	2
Settlement's Guardian	+4 	Bonus to rolls related to defense, crisis management, and rallying the settlement's residents during challenging situations. 	3
Art of Negotiation 	+2 	Bonus to CHA rolls when engaging in high-stakes negotiations, securing favorable terms for their settlement, or brokering alliances. This requires concentration and lasts for two rounds with the bonus modifier. Costs 3 action points. 	3
Noblesse Technology 	1d6 electric armor	As a reaction, be naturally prepared to counter electric damage of any kind for no action point cost. 	3
=== Scavenger ===
The character has experience living as a scavenger, living in heaps of trash to scaling desolate and dangerous environments to trade.
Origin: Scavenger
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Looting Luck 	+5 	While looting trash, scraps, and random dig sites; the user gains a PER bonus. With the scavenger lifestyle perk, the user can avoid activating traps while looting using this action. Costs 3 action points. 	1
A Gut Feeling 	+5 	Can analyze a suspicious target with an improved insight roll. Costs 1 action point. 	1
Scrapyard Junkie 	1d6 armor 	Can temporarily use scrap material to protect yourself. Can be used as a reaction. Costs 2 action points. 	1
Scrapper's Insight 	+3 	The user can analyze a looting location and roll insight with a bonus to figure out what might be inside. This is always active when prepared. 	1
One Man's Trash 	CFT Technique 	Utilizing this technique while crafting armor equipment adds this to the equipment's action: Created by a scavenger, the armor piece can resist 2 lead damage always. 	1
Wasteland Scammer 	+2 	When attempting a scam, if the target is unaware, make the CHA convincing roll more believable. Costs 1 action point. 	2
Survival Instincts 	+2 	Sense imminent dangers and react swiftly to threats. Bonus to PER and evasion checks. Costs 1 action point. 	2
Scavenger's Ingenuity	+2 	Bonus to rolls involving the creation and modification of makeshift tools, weapons, and gadgets using salvaged materials. When prepared, this is always active. With the scavenger lifestyle perk, the user can cheapen the required plate ingredients needed by 1 for any crafted item using this action. 	2
Junkyard Barricade 	None 	Costs 3 Action Points. The Scavenger quickly constructs a makeshift barricade from scavenged materials (x4 plate), providing temporary cover. 	2
Its a Prototype 	+1 lead damage
-2 firearm PER	Destroy and reconstruct a normal firearm (automatic, shotguns, and handguns only), turning it into an unreliable firearm that has reduced PER but converts the damage to lead with a bonus to damage always. This can only be done outside turn-based. 	2
Nail Bomb 	None 	The next Explosion S-B device used will inflict shatter-cut verb damage instead. Costs 2 action points. 	3
Pinball Waster 	2d4 lead damage 	Throw a pack of materials (x6 nail or plate) efficiently with a spray tactic. Covers 3x3 tiles 1-4 tiles away from the user. Costs 1 action point. 	3
Nailed it 	None 	As a reaction, the user can throw a nail or small ingredient which costs it to be used up as a consumable to sabotage a firearm and cancel its attack. They must be within 15 tiles to be sabotaged. Can only be done once to an attack dealt on the user for every hostile opponent's tur during a round. Does not cost any points.	3
=== Woodland Hunter ===
An experienced hunter, the character has a keen eye for hunting animals and the capabilities of tracking.
Origin: Woodland Hunter
STAT REQUIREMENT: 	NTR +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Tracker's Eye 	+3 	When an animal is in the user's sight, their PER attack or spy roll is increased by +3. 	1
Hunter's Tracking 	+3 	While tracking an animal, person, or wild eldritch, the user can improve their NTR rolls while tailing. NTR DIFF is lowered by 1. 	1
Treetop Climbing 	+3 	MVT rolls with trees (climbing, running around, and balancing) have no negatives and an increase in their rolls. 	1
Hunter's Tools 	CFT Technique 	Utilizing this technique while crafting a bow, fishing rod, or spear adds this to its equipment action: Created by a talented hunter, the tool has a direct bonus to NTR rolls using the tool with a bonus of +3. 	1
Camouflage Mastery	+3 	(User must be near a Bush, tree, within cover, or have Ghillie suit that blends with the current environment) Grants bonus on next stealth roll outside of an urban area. Costs 1 action point. 	2
Trapper's Tactics 	+5 	Crafting a cheap rope or net trap is improved with a bonus and takes only two rounds to complete. Requires concentration for the two rounds. Costs 1 action point. 	2
Beast's Instincts 	+3 	While hunting with an organic companion, the user gains a bonus to utilizing training methods the companion was taught prior. 	2
Swift Retreat 	None 	Safely disengage combat and grants the user another movement action opportunity for this action point spent. While disengaging, the user can also utilize the movement action for a movement-based attack. Costs 1 action point. 	3
Wilderness Waking 	+3 attack rolls
+2 damage	Utilize a forest, jungle, tundra, or desert environment against targets with a bonus to attack rolls and deal bonus damage in said environment's weather or destruction that apply frostbite, radiation, and burn verbs. This is always active when prepared.	3
Forest Butcher 	None 	Quickly butcher a caught animal or eldritch for materials in turn-based situations. Costs 1 action point. 	3
=== Eldritch Hunter ===
A dangerous combatant who takes extreme risks fighting eldritch for high payoffs. 
Origin: Eldritch Hunter
STAT REQUIREMENT:	NTR +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Hunter's Tracking	+3 	While tracking an animal, person, or wild eldritch, the user can improve their NTR rolls while tailing. NTR DIFF is lowered by 1. 	1
Eldritch Trapeze 	+3 	While combating an eldritch, dodging them gains an increased bonus. 	1
Weight Counter 	+3 	If a higher STR attack compared to the user lands, once per encounter, the user can redirect it to miss. This can be a reaction. 
Costs 1 action point and takes away a point if used as a reaction in the user's next turn. 	1
Eldritch Horrors 	None 	Become immune to any eldritch fear verb status. This is always active when prepared. 	2
Horror Show 	+3 	Hiding from an eldritch is improved with a bonus roll for stealth during maneuvering or short sprints. If the user masks their body with environmental effects (like mud), cancel tracking-based PER/NTR actions on the user due to the efficiency of coverage. Costs 1 action point.	2
Interpret Monster	+2 bonus damage 	Succeeding an investigation roll on an eldritch before combat whether through tracking or behavior with a NTR DC 12, the user gains a bonus to damage on that specific eldritch. Only applies to one eldritch at a time. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll. 	2
Risky Maneuver 	None 	For two rounds, every damage inflicted by the user is doubled (x2), but the next attack received from the user will always be critical damage. Costs 1 action point. Three round cooldown. 	3
Last Man Standing	1d4 bonus damage 	When fighting alone against three or more eldritch, the user can telegraph and utilize bonus damage against wild eldritch. Requires concentration to retain this. Costs 1 action point. 	3
Forest Butcher 	None 	Quickly butcher a caught animal or eldritch for materials in turn-based situations. Costs 1 action point. 	3
=== Military Conscript ===
An individual with a history of working under a military platoon. 
Origin: Military Conscript
STAT REQUIREMENT:	MVT +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Patient Aim 	+2 	While aiming a rifle at 'the upper limbs' or 'lower limbs', the user has an increase in their PER roll but must spend the extra action. Costs 2 action points. 	1
Disciplined 	+3 	Pain tolerance rolls are increased. Costs 1 action point. 	1
Reload Time 	None 	While reloading weapons that require a reload action point, the user can turn this into a bonus action. 	1
Cover Fire 	None 	Use PER bonus while using cover without looking. This is always active when prepared. 	2
Squad Tactics 	+2 	For two rounds, considered allies, including the character, within 5 tiles receive a bonus to all their rolls once per encounter. Costs 3 action points. 	2
Coup De Boom 	3 damage always 	Throw four pocketed grenades at once, covering four different sections of 5x5 tiles that do a guaranteed set of damage. Costs 2 action points. 	2
Battle-Hardened 	+2 	A bonus to resisting mental and emotional stress, fear, intimidation, and psychological attacks. This is always active when prepared. 	2
Quick Fire 	+8 attack rolls
-3 damage	Sacrifice damage to improve the PER roll for shooting a firearm action that isn't using a marksman or sniper rifle. This is a bonus action. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll.	2
Drills 	None 	Once per encounter, for an entire turn, All STR/MVT/NTR actions cost 1 action point. This is a bonus action which can only be used once per turn-based encounter. 	3
Tick Tick 	None 	Reduce the timer of a timed throwable explosive by 1 before throwing it. Costs 1 action point. 	3
Grenade Redirect 	+1 bonus damage 	When throwing back a thrown grenade your way as a reaction, the user can increase its damage with a bonus. Costs 1 action point. 	3
=== Wasteland Warlord ===
Whether they were raised or a warlord themselves, the lifestyle definitely brought out some kind of trauma and skills. 
Origin: Wasteland Warlord
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Royal Decree 	+1 	When commanding others, the user can increase their CHA roll with a bonus when communicating with them. Costs 1 action point. 	1
Drums of the Warlord	1d4 lead damage 	Inducing oneself in a temporary rage, melee attacks gain additional lead damage roll. This is a bonus action. The damage of this bonus action can be improved by other actions in this technique list for the turn they are used only before this bonus action. 	1
Dictator's Deviance 	+3 	A successful melee attack has a chance to break the target's 'upper' or 'lower' limbs by flipping a coin. Costs 3 action points. 3-turn cooldown. 	1
Squad Tactics 	+2 	For two rounds, considered allies, including the character, within 5 tiles receive a bonus to all their rolls once per encounter. Costs 3 action points. 	2
Disposed Threats 	None 	If the user utilizes a CHA roll to threaten a target and succeeds in intimidating them, their MVT and STR are lowered by 3 points for three rounds. Costs 1 action point. This cannot be done to the same target(s) until re-engaged into a new turn-based encounter. This does not work against targets who don't understand, are beast-like in nature, or have CHA +2 or higher for a stat.	2
Valiant Volley 	3d4 damage
+1 to rage	Strike a target several times with melee on one body-part but each strike has reduced damage by 1. This increases the Drums of the Warlord damage with a bonus for this turn only. Costs 1 action point. 	2
Warlord's Taxes 	2 electric damage
1 self damage
+1 to rage	With the correct equipment, the user can electrify their firearm or fist with static and deal set electric damage. They deal damage to themselves doing this unless immune to electric damage with grounded armor or species ability. This increases the Drums of the Warlord damage with a bonus for this turn only. Costs 1 action point. 	2
Tyrannical Tempest 	+3 to rage 	Rush a target with two arms out to grapple them but the user's grappling roll is reduced by 5. This increases the Drums of the Warlord damage with a bonus for this turn only. Costs 2 action points. 	2
Outspoken Words 	+2 sonic damage
+2 to rage	Beating a target with a powerful CHA intimidation roll reduces the target's next attack roll by 5. This increases the Drums of the Warlord damage with a bonus for this turn only. This deals extra damage with a sonic-speaking weapon. Costs 2 action points. 	2
Fleet Pursuit 	+4 	Fleeing with a squadron improves two other nearby chosen allies to have an improved MVT roll with a bonus but the user gains an increase from damage sources by 2 for this round. Costs 1 action point. 	3
Warlord's Flank 	+3 to group and rage	Pushing the group into a flank grants them a bonus and this increases the Drums of the Warlord damage with the same bonus for this turn only. Costs 1 action point. 	3
Warcry 	None 	triggers Cowardly PTSD trait to friends and foe). Costs 2 action points. 	3
Dignity & Ego 	+5 	Have a bonus against intimidation, fear, and convincing rolls from opponents. This is always active when prepared. 	3
Chained Captives 	+2 damage
+10 attack rolls	All prepared enslaved companions deal additional damage from all PER and MVT rolls. If they are fed, they receive a bonus to attack rolls. This is always active when prepared. 	3
=== Sniper Outcast ===
Having a background as a sniper outcast, the character has seen many things and learned the best way to keep their home from being invaded is by popping heads. 
Origin: Sniper Outcast
STAT REQUIREMENT: 	PER +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Get off my property 	+1 	When aiming for the 'mental' body part, the user gains an increase in their PER roll. Costs 3 action points. 	1
Reload Time 	None 	While reloading weapons that require a reload action point, the user can turn this into a bonus action. 	1
Treetop Climbing 	+3 	MVT rolls with trees (climbing, running around, and balancing) have no negatives and an increase in their rolls. 	1
Cover Fire 	None 	Use PER bonus while using cover without looking. This is always active when prepared. 	2
Disruptive Shot 	None 	As a reaction, the user can fire a disruptive shot with a bow, sniper or marksman rifle that interrupts an opponent's ongoing action, causing them to lose their concentration and/or ability wind up. Costs 1 action point the user's next turn.	2
Limp Linger 	1d4 lead damage 	Reduce the damage of a marksman or sniper rifle by hindering the aim and angle of the shot to ensure the shell stays in the target. Costs 1 action point. 	2
Arrow Leverage 	1d8 damage 	Deal better damage when firing an arrow from a bow and quickly be able to apply an ingredient to set a guaranteed verb. Costs 2 action points. 	2
Blinded Guess Shot 	None 	Utilize PER as a bonus for guess-firing targets behind large covers. Cannot utilize INT for position-guessing dice rolls against the target's stealth roll when using this action. Costs 1 action point. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll. 	2
Surgical Shot 	+2 attack rolls
+8 damage	Fire at either the upper torso or central cavity along an opening spot of a target with an increase to the PER attack roll and damage. The user must be prone to use this action and in stealth. Costs 3 action points. 	3
Bullet in the chamber	+4 crit bonus 	Activate this perk only once per encounter. When the user lands a critical hit with a sniper, bow, or marksman rifle. It will be a guaranteed critical damage boost. This is a bonus action. 	3
No Misfire 	None 	Failing a PER roll with a marksman or sniper rifle can receive a second and final try before the action point is used up. This is a bonus action which can only be used once per turn. 	3
Arrow Wedged 	+4 damage 	Fire a knocked arrow following it up with an additional right away with bonus damage. Costs 1 action point. 	3
=== Dark Empire Survivor ===
During the reign of the Dark Empire, mutants waged war upon many human civilizations. Having experienced this era, the character was either part of the empire or against. 
Origin: DE Survivor
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Desperate Decision 	+2 damage taken 	As a reaction, take additional damage from a successful attack roll that lands on the user and boost the next turn's action attack damage by half the amount if the attack lands on the user. Can only be used once per encounter. 	1
Dark Control 	None 	Using an eldritch companion, the user can have them do a reaction during a target's turn to defensively take an incoming attack for the user if at least 20 tiles away. 	1
Reload Time 	None 	While reloading weapons that require a reload action point, the user can turn this into a bonus action. 	1
Horror Show 	+3 	Hiding from an eldritch is improved with a bonus roll for stealth during maneuvering or short sprints. If the user masks their body with environmental effects (like mud), cancel tracking-based PER/NTR actions on the user due to the efficiency of coverage. Costs 1 action point.	2
Monster-Back 	None 	While riding an eldritch animal companion/mount, the user has a fourth action point while riding the companion. This additional action can only be used once per encounter. This is always active when prepared. 	2
Weaponized Monster 	+5 	While in combat and utilizing a weapon attached to an eldritch companion, the user gains a bonus to their attack roll. Costs 2 action points. 	2
Emperor's Servitude	+5 	Prepared enslaved companions can be utilized efficiently as physical blockers, having a bonus to defending the user. This is always active when prepared. 	2
Defiant Four-Shots 	3d6 lead damage 	Utilizing a handgun, the user can fire three shots that deal lead damage but the range is shortened to 10 tiles and the user's PER is decreased by 5. Costs 2 action points. 	2
Justiciar's Agency 	+6 	While in stealth, the user receives a bonus to their firearm PER usage with reduced damage by 2 if the shots land. Costs 1 action point. 	3
Mounted Mutate 	+3 	The user's ridden eldritch mount receives a bonus to their attacking rolls. This is always active when prepared. 	3
Chained Captives 	+2 damage
+10 attack rolls	All prepared enslaved companions deal additional damage from all PER and MVT rolls. If they are fed, they receive a bonus to attack rolls. This is always active when prepared. 	3
=== Athlete ===
Sports is a tradition kept for millions of years and athleticism is a key foundation to strong performances. 
Origin: Athlete
STAT REQUIREMENT: 	STR/MVT/NTR +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Stretching Prep 	+1 	Stretching before an action improves the next STR/MVT/NTR-based action with a bonus. Costs 1 action point. 	1
Athletic Performance 	+2 	While doing a sport or gymnastic action, the user can use this action to increase their focus to increase their roll with a bonus. Costs 2 action points. 	1
Marathon Jog 	None 	When the character is jogging during a turn-based encounter, they do not spend any movement actions to keep moving but will take -3 to their next action roll during that turn. 	1
Quick Take 	None 	If the user rolls an athlete-listed action, they can roll a second time and pick the higher number. Costs 1 action point. 	1
Contortionist's Bone Crack	+5 	The user gains a bonus to flexibility performance rolls. They also have a bonus against grappling rolls. This is always active when prepared. 	2
Swimmer's Mermaid 	+3 	While swimming, the user can twirl mid-swim and thrust their body forward which improves their distance and dodging while swimming. Can be used as a reaction and uses an action point the user's next turn. Costs 1 action point. 	2
Courtside Ball Sport 	+2 	Perception when utilizing a ball with throwing or kicking is improved but with a higher cost. Costs 2 action points. 	2
Sprinter's Spandex 	None 	While wearing many armor pieces that may lower MVT, the user does not receive the MVT reduction when sprinting. This is always active when prepared. 	2
Reaction Time's Tempest 	None 	Use PER as a bonus to avoid a PER shot instead of MVT. Can be used as a reaction and costs an action point the user's next turn. Costs 1 action point. 	2
Jumper's Jigsaw 	+2 	While doing another melee or dodging combat action, the user can improve the roll with a jumping bonus action but must move to a new position 1-5 tiles away. This can only be repeated twice per turn. 	2
Baseball Home Run 	None 	Catch or smack away a thrown item as a reaction which costs 1 action point in their next turn. Beat a PER DC 17 to have it land back to the target who threw it if physically possible which applies the item's guaranteed damage. This can only be aimed towards the lower limbs of a target. 	2
Athletic Mastery 	+2 	Pick one approved sport and a role/skill within it to specialize in, using this action as a bonus. Always active when prepared. 	3
Coach 	+5 	Quickly telegraph a target's physical action and apply this counter roll bonus for the user as well as all chosen allies 10 tiles nearby as long as the user tells them about the incoming strike. This bonus can only be applied once per two rounds and lasts two rounds; only one telegraphed action can be set with Coach per two rounds. Costs 1 action point.	3
MVP 	+2 	Rolling INT for insight with sports and rulings has a bonus. The user can also utilize this bonus for style and performance rolls in sports. This is always active when prepared. 	3
=== Exotic Botanist ===
A rare profession only found amongst a few. Like the character, these scientists utilize many types of plants from man-eating to necessary splicing of plants for survival.
Origin: Exotic Botanist
STAT REQUIREMENT:	NTR +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Bloody Meadow 	1d6 damage (no crit) 	Using an eldritch plant, create a field of eldritch moss that forces targets stepping in its range to roll a MVT saving throw with a DC 12. If failed, they fall prone and take 1d6 damage. Costs 2 action points. 	1
Botanical Garden 	+5 	When utilizing a plant, they gain an increased counter roll for keeping concentration. Costs 1 action point. 	1
Seed Fall 	2 summons
3 summons with perk	When throwing an eldritch seed towards dirt, two of the same plant sprout instead of one. If the user has the green hand lifestyle perk, the user gets an additional third summon. 	1
Mud Bath 	None 	Using an already active sentry-based eldritch plant, have it generate mud to the pheromonal connection with the user. When that mud strikes a target, their MVT and PER is reduced by 2 for their next turn. Can hit multiple targets within a 5x5 tile radius. Costs 1 action point. 	2
Plant Splice 	+3 	While spicing plants and mixing during turn-based, the rolls related to these actions receive a bonus to succeed and is quicker. Costs 1 action point. 	2
Rooted Revenge 	3 summons
2 HP 	Throw three seeds at once in a triangular position, creating roots between the three that rise up to wall off targets within a triangle. The walls have 1 HP. Costs 2 action points. 	2
Sharp Stem 	+2 	Insight rolls with eldritch plants, man-eating plants, and other types of plants has a bonus. This is always active when prepared. 	2
Prehistoric Plant	+2 	Against dangerous eldritch plants, the user's counter rolls against them comes from the efficiency and understanding. Always active when prepared. 	2
Herbarium 	None 	Have two prepared actions with eldritch plants ready which can be used as bonus actions once per encounter each. This is always active when prepared. 	3
Voynich Armstice 	1d6 damage (crit: +4)	Utilize an eldritch plant physically, hardening it with the medusa verb. Costs 1 action point. 	3
Brittle Steel 	8 armor 	Utilize a more solidified fossilized substance that applies the medusa verb on the user which lasts two rounds but grants armor for one hit only to that body part. This action can only be done beforehand as prep. Costs 1 action point to activate and 3 action points with concentration, lasting an entire round with a turn skip to fully prepare Brittle Steel in turn-based.	3
=== Drone Pilot ===
A craftsman or technical expert in the use of piloting and/or repairing drones. These types of technology are relatively pricey in the wastelands.
Origin: Drone Pilot
STAT REQUIREMENT:	INT/CFT +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Drone Upkeep 	None 	When repairing a drone, the DC can be lowered by 1 but the user must use 3 action points. 	1
Eye in the sky 	None 	PER rolls using a drone that allows the user to see from above is improved by 1 and ignore the PER stat if it is in the negatives. 	1
Rain of Fire 	1d4 (no crit) 	With a drone that has an automatic rifle function, the user can timely overload this function to apply a guaranteed burn verb on whoever the shots successfully hit. Costs 2 action points.	1
Flight Permit 	+4 	While controlling the drone, the user can improve its dodging roll to avoid being taken down efficiently. This is used as a free reaction. 	2
Zipline Jet 	+8 tiles 	Increase the travel distance of the drone in a turn, utilizing its utmost speed. Costs 2 action points. 	2
Circular Spray 	3d4 (crit: +1) 	If the drone has an automatic rifle function, the user can spray it in a circular motion to hit several targets at once. Costs 1 action point. 	2
Air Show 	None 	Allows the user to control two drones at the same time during their turn with bonus actions. This is always active when prepared. 	2
Flight Response 	None 	Avoid being fired down twice perfectly during an entire encounter. This resets and can be used again after the drone receives a charge up. 	3
Mapped Coordinate	None 	Set a specific position for the drone to return too after an entire turn. This can be used as a bonus action. 	3
Operator Tailing 	None 	Have the drone continuously follow the user, utilizing their movement actions for its own. 	3
=== Martial Arts Technique: Strength ===
Mastery of martial arts which rely on practical strength and body conditioning. Lvl 1 are limited to x2 picks each like the higher levels.
Origin: STR Martial Arts
STAT REQUIREMENT: 	STR +1 	Action choice limit:
LVL 1 x2 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Kyokushin Karate 	+4 	When utilizing its fighting forms, the user can increase their blocking while upright in stance for counter rolls against melee attacks. Concentration must always be kept to keep this bonus up. Costs 2 action points to activate. 	1
Sumo Wrestler 	+3 	Utilizing one's body as a single free reaction or costly action, the martial artist can improve their grappling and melee blocking rolls. Costs 2 action points. 	1
Slugger Boxer 	+2 damage 	When doing STR-boosted punching actions, the user can increase their damage with a bonus. Costs 2 action points. 	1
Union Dog 	+3 	Using any STR martial arts has an improved attack roll but the user must spend 3 action points for that action. 	1
Freestyle Wrestler 	+1 	STR Martial Arts actions related to grabbing and forcing a target into a prone position have a bonus to rolls. If the user attempts pushing and forceful prone actions three times in one turn, their next turn the user receives a +4 bonus to the first STR attack roll. This is always active when prepared.	1
Kendo 	+1 damage
+3 blocking	Utilizing melee swings with any sword/stick type has an increase in its damage roll. The user will also receive a bonus to counter blocking rolls in other turns with a sword/stick. Costs 2 action points. 	1
Capoeira 	None 	A martial art that combines the usage of CHA with STR towards attack rolls that use this technique. If the user dances or does acrobatics for an action point and beats a performance CHA DC 10, their next attack/leg sweep (to make targets prone) will have the CHA bonus. 	1
Armored Body 	3 armor 	While being struck from melee strikes, the user gains armor as a reaction but must spend an action point in the user's next turn. 	2
Halting Palm 	+3 	As a reaction, stop a target's physical action toward the user with a bonus to counter and remove 1 action point of the target if there is one. Spends an action point in the user's next turn. 	2
Heavy-Weight 	+1 damage 	All physical melee actions deal extra damage but cost an additional action point. The user can sacrifice their STR bonus to deal an additional +2 to damage. Their STR stat bonus recovers in three rounds. This is always active when prepared and can be toggled while in-use. 	2
Blocking Forehead 	None 	If the user spends an action point their next round, twice per round the user can redirect their forehead toward physical 1d6 damage or less blunt verb attacks (and non-sharp attacks) to negate the damage regardless of their attack roll. 	2
Head Trauma 	None 	Attempt to strike the mental body-part of a target with a reduced attack roll of 3. If the land is successful, guarantee blunt verb's stun being a critical (knocking out). Costs 1 action point. 	3
Push Comes to Shove	+5 	While grappled and prone by an opponent, the user can spend an action point next turn as a reaction to boost their counter roll or free oneself. Costs 1 action point. 	3
Broken Down 	-3 	If a target is prone, aim for their upper limbs and have a guaranteed bone break if this action successfully lands. Has a reduction to the attack roll. Costs 2 action points. 	3
=== Wasteland Doctor ===
Medical support is a rare commodity for wastelands and a doctor is essential, desperately sought after. 
Origin: Wasteland Doctor
STAT REQUIREMENT: 	MED +3 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Anti-Rad 	x2 	When crafting Iodine pills, they are marked with a x2 modifier which multiplies CON rolls for the user of the pill by 2. 	1
Medical Digest 	None 	Can guarantee to find one Lvl 1 ingredient for medical items when scavenging. Once per IRP day. 	1
Doctor Surplus 	+1 HP
+2 HP with perk	While doing first-aid during encounters, the user can increase the person they are healing with an additional bonus to their HP. Costs 2 action points and only works with basic first-aid, not advanced tools. If the user has the first-aider lifestyle perk, this action gives bonus HP.	1
Bandaged Signal 	None 	If the user beats a CFT DC 12 utilizing this action, they can spend a bandage to stop a quick or radio hack signal from accessing one device for two rounds. Costs 2 action points. This cannot be done to the same device again for the entire encounter. 	2
Triage Tactics 	None 	While crafting bandages, cut the ingredient cost by half. This is always active when prepared. 	2
Thick Stitches 	None 	A target that has been healed by the user gains +10 on con rolls to counter a bleeding status for the next three rounds. This is always active when prepared. 	2
Anesthetic Dose 	+2 	A target healed from the user's MED roll of 15+ will receive the tincture verb and has an increase to all their dice rolls for their next round with this bonus. This is always active when prepared. 	2
Well-Made Bandages 	x2 	When crafting all types of bandages, they are marked with a x2 modifier which improves it to +4 HP gain. 	2
Healing Associate 	+4 	While doing medical rolls with another individual assisting in turn-based, spend 2 action points to increase both the user and partner's MED rolls with this boost. 	2
Craft Nurse 	+5 	Crafting medicine-attachment-specific medicine recipes have an increased bonus to successfully being made. This is always active when prepared. 	2
Unorthodox Procedure	None 	Once per IRP day, flip a coin. If it lands on heads, the target being healed is restored to full health and +2 Temp HP. If it lands on tails, the target's verbs will double in multiplier and will lose 5 HP. 	3
Overabundance 	+2 Temp HP 	When a target is healed to their max in a previous action, give them a bonus to their HP which surpasses their limit. This costs 1 action point. 	3
Clerical Clearance 	None 	A target that is downed at 0 HP in a state of doing death saving throws will receive extra assistance from the user. This assistance is +2 and advantage on death saving rolls. They also gain the tincture verb upon being brought back up. Costs 3 action points. 	3
Tireless Medic 	None 	If the user over-exerts themselves utilizing MED bonuses, the user can ignore the first exhaustion turn's roll decrease once per IRP day. This is always active when prepared. 	3
=== Martial Arts Technique: Movement ===
Mastery of martial arts which rely on precision, precise movements, and body conditioning. Lvl 1 are limited to x2 picks each like the higher levels.
Origin: MVT Martial Arts
STAT REQUIREMENT:	MVT +1 	Action choice limit:
LVL 1 x2 & LVL 2 x2 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Taekwondo 	+3 	The user can increase their kicking damage rolls with a bonus. If the user lands a hit to the mental body section with a kick, the user's damage is increased by +3 with the blunt verb x3 applied. Costs 2 action points. 	1
Swarmer Boxer 	-10 to bonus actions	When doing MVT-boosted punching actions, the user can do two more bonus action punching attacks with -10 to their rolls. Cannot be used with Kick Boxing. 	1
Out-Boxer 	+2 attack rolls
+1 damage	If the user spends 1 action point during their previous turn to activate out-boxer, they can react during an attacker's turn when attacked in close-quarters by punching them after being attacked with a bonus to the roll. These attacks have a bonus to damage. This can only be used twice per turn (2 action points).	1
Kick Boxing 	+3 attack damage 	While doing a punching action, the user can do a bonus action kick that has a bonus to damage. Costs 2 action points. Cannot be used with Swarmer Boxer. 	1
Jiu-Jitsu 	+2 	After a successful grapple, the user can use this action and ignore a humanoid's STR bonus to either successfully pin them down with a joint lock/submission or break out of a joint lock/submission. Costs 1 action point.
The target cannot escape without succeeding a counter roll against the user's MVT roll. 	1
Tre Offerte 	+1 	When utilizing rapiers and using MVT as a bonus, allows the user to attack a second time as a bonus action with a +2 roll bonus instead. A third strike with a +3 roll bonus can follow-up if the second attack lands, maxing out the third strike's damage and adding 3 to the damage. 	1
Wing Chun 	3d2 damage (no crit)
MVT -2 to target	As an action that can only be used every other round, the user deals rapid-fire straight punches to the torso body-part in close-quarters and does a low kick to reduce the target's movement for a single turn only. Costs 2 action point. 	1
Iron Fisted 	+2 	All body based melee attacks gain a bonus to damage rolls. This is always active when prepared and can be toggled while in-use. 	2
Dodge Roll 	None 	As a reaction the user can roll to dodge an incoming attack and following it up with an attack roll with their held weapon in response. If the dodge is unsuccessful the user's attack can still hit. The user will be moved 1-5 tiles away. Costs 1 action point from the user's next turn. 	2
Battle Redirect 	None 	When countering a melee strike, successfully beating it allows the user to redirect it towards a different target 5 tiles nearby. This fails if the target has a higher MVT stat than the user or less weight (by item count or depending on GM/group). This is a free reaction. 	2
Weaving Stance 	+6 	As a free reaction that can only be used twice per round, the user stays in one spot sacrificing their ability to move next turn. When being attacked by melee strikes the user adds a bonus of 6 to counter rolls against melee attacks but subtracts the 6 from any counter roll against a ranged attack. 	2
Mobile Paranoid 	+5 	If a target attacks the user spending 2 or more action points, the user can spend an action point from their next turn as a reaction to boost their counter roll. Costs 1 action point. 	3
Double Strike 	None 	The user has an additional action point for movement attacks and movement martial art techniques, but its only available if the user utilizes their MVT bonus for the turn. This is always active when prepared. 	3
Pressure Pointer 	None 	If the user target's an upper or lower limb with a physical attack while aiming for the known pressure point, a hit guarantees the target's limb to be disabled for 1d4 rounds with a nat 20 disabling the limb for 2d4 rounds. Costs 2 action points. 	3
=== Cannibal ===
Having eaten one's own species or similar so often, it comes naturally with benefits.
Origin: Cannibal
STAT REQUIREMENT: 	CON/NTR +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Flesh-Knitting Prep	None 	Create leather using flesh, skin, and body parts from corpses or mutilated entities. Required for certain crafting recipes. Costs 3 action points. 	1
Internalized Racism	+3 damage 	All CHA rolls with the same species as the user is decreased by -3 but all damage against the same species is increased with this bonus. This is always active when prepared. 	1
Gourmet Cannibal 	+5 	CON rolls when consuming meals that utilize the target's own species as an ingredient is increased with this bonus. If the user has the food handler lifestyle perk, they can utilize this bonus to cooking with the ingredient of their own species. 	1
Murder's Aftertaste	CON Technique 	When cooking a recipe that utilizes the target's own species as an ingredient, add this to the description of the recipe meal: When consumed by the same species used as an ingredient, the user gains a bonus to all species actions by +3 for a single encounter in one IRP day.	1
Disease Consumer 	None 	If the user catches a disease, poison, or toxin from a cannibal-based meal; they decrease the de-buff modifier and remove any HP loss entirely. 	2
Droid Part Stealer 	+3 	When an android user cannibalizes another android, stealing the parts of their target has an increase in CFT removal rolls. This is always active when prepared. 	2
Energy Syphon 	+3 	When an android user steals energy from another android of any kind, the CFT transfer rolls are increased with this bonus action. This is always active when prepared. 	2
Murderous Chef 	+3 	CON cooking rolls are increased when creating recipes that utilize any humanoid for ingredients, including eldritch and any playable species (not including androids). This is always active when prepared. 	2
Terrifying Howl 	+10 	Once per IRP day, the user can trigger cowardly PTSD to all targets within 25 tiles from the user's position. This has a bonus to the CHA yelling roll for the user. 	2
Disguise Taste 	+3 	The user is capable of disguising the awful taste of a cannibal recipe for targets, forcing targets to not use INT DC 2 consumption realization and increasing the target's CON consumption roll with this bonus. 	2
Disgusting Bite 	5 damage 	Apply the rot verb on a target after biting them in combat. This also deals set damage but it cannot bypass armor unless the user is an eldritch archetype or an android biting another android. Costs 1 action point. 	3
Hungry Killer 	+5 	Stealth attack dice rolls against targets of the same species is increased with this bonus. 	3
Anthropophagus 	+5 	All attack rolls using marksman rifles and knives against playable species (not including androids) is increased with this bonus but costs 2 action points. 	3
=== Parkour Artist ===
Environmental tricks, leverage, and impressive movements makes practicality in many scenarios.
Origin: Parkour Artist
STAT REQUIREMENT: 	MVT +3 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Vaulting 	None 	As a bonus action, the user can vault over walls 4ft higher during their movement action. This is always active when prepared. 	1
Lazy Vault 	None 	Vaulting over a small ramp or wall allows the user to use the same movement action spent for another movement. 	1
Climbing Efficiency 	None 	After climbing 8ft or more for an action, the user can reduce the cost of a longer climb for 1 action point only. If the user has the monk's mindset lifestyle perk, the user can do this action for free once per encounter. 	1
Dynamic Daredevil 	+5 	Doing dynamic and dangerous stunts like skydiving or taking risky maneuvers has an increase in MVT or performance rolls with this bonus. This is always active when prepared. 	2
Wall Run 	+3 	Running on walls is a bonus action once per turn and when used in a movement-based melee attack, it increases the attack roll with this bonus. This is always active when prepared. 	2
Dodge Roll 	None 	As a reaction the user can roll to dodge an incoming attack and following it up with an attack roll with their held weapon in response. If the dodge is unsuccessful the user's attack can still hit. The user will be moved 1-5 tiles away. Costs 1 action point from the user's next turn.	2
Rooftop Reconnaissance	+2 	With height advantage against targets, the user has an increase in PER always. This is always active when prepared. 	2
Re-Balance 	None 	When falling, the user can land and evade the prone status but this costs 1 action point their next turn or during the turn whether its used as a reaction or action. 	3
Bounce Latch 	None 	Combat actions while climbing or on fast-moving environments do not decrease the user's attack rolls. This is always active when prepared. 	3
Constant Run 	None 	Extend the movement limit for action point cost by 20 tiles. The user can also utilize their running movement with disengage to avoid being attacked while passing entities capable of attacking the user. 	3
=== Automotive ===
All things vehicle, whether it be driving or fixing one up.
Origin: Automotive
STAT REQUIREMENT: 	CFT +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Nitro Fuel 	+5 	When transfusing fuel for vehicles, the user's mixing roll is increased with this bonus. The fuel the user works with to benefit from this perk can be gas, liquid, or batteries. This is always active when prepared. 	1
Hotwire 	+3 	Roll a CFT hacking vehicle dice roll bonus for hotwiring ground or water vehicles (not marked high-tech). This does not work on flying and spacecraft. Costs 3 action points. If the user has the makeshift crafter lifestyle perk, they are capable of also hotwiring the vehicle to explode and deal 1d12 damage after being turned on as a trap. Targets must do a PER DC 12 to notice the hotwired trap.	1
Racer's Drift 	+1 	While driving a vehicle, the user has a bonus when dealing with vehicle-driving DC challenges. This is always active when prepared. 	1
Sped Chassis 	None 	With x10 plates, x4 wheels, and x4 wood; create a quick chassis that can act like a fast sled on wheels. Takes two turns and requires concentration. This temporary vehicle has 1 HP and MVT +6. Costs 2 action points. 	2
1-2 Finish 	+2 	During a race, the user can improve the MVT bonus speed of their driven vehicle but must keep concentration or their next roll will be -10 if failed. Costs 1 action point. 	2
Engine Blown 	+5 	While repairing an engine for a ground or water vehicle, using x5 plates and x5 springs, the user can apply a bonus to their repairing dice roll. Costs 2 action points. 	2
Jet Dryer 	+5 	While repairing an engine for a flying or space vehicle, using x5 plates and x5 springs, the user can apply a bonus to their repairing dice roll. Costs 2 action points. 	2
Pilot's Practice 	+3 	While utilizing flying vehicles like helicopters, planes, and spacecraft; the user will always have this as a bonus to their driving rolls when prepared in an action slot. 	2
Air Shows 	+3 	Doing maneuvers while in flight is an efficient action with a bonus to driving dodge rolls for the user. Costs 2 action points. 	2
Vehicle Combat Specialist	+1d4 	While utilizing vehicles as weapons, the user has a bonus to their attack roll but their driving rolls are reduced by 2. This is always active when prepared. 	2
Tuned Vehicle 	None 	Gain an additional action point which only applies to utilizing vehicles. This is always active when prepared. 	3
Disassembled Drive 	+5 	When utilizing hacking-based equipment whether it be CFT or INT rolling toward devices, improve the dice roll made with this bonus. Costs 3 action points. 	3
Ace Pilot 	+5 	While riding or driving high-speed vehicles, the user is skilled at daredevil-based stunts and has a bonus to all movement actions atop vehicles like trains, jumping between flying vehicles, and avoiding crashes. This is always active when prepared. 	3
Race Track 	+5 	Select three vehicle targets 20 tiles nearby and always have this bonus when trying to evade said moving targets. This requires concentration. Costs 3 action points. 	3
=== Musician ===
There is magic to playing an instrument. Characters with this are exceptional in the art of music. 
Origin: Musician
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Musical Leeway 	+3 normal bonus
+5 combo bonus	CHA performance rolls with musical instruments and singing receives a bonus as an action. If this is used after the instrumental effigies action, the user has a bigger bonus for the chain. Costs 1 action point. 	1
Tonal Essence 	+5 	Can only be used by a user who isn't deaf. Hearing music allows the user to keep concentration with a boost to rolls. This is always active when prepared. 	1
Instrumental Effigies	+5 	Utilizing anything to play a tune or memorizing musical notes and sounds with patterns through PER mimicking is increased with this bonus. Costs 1 action point. 	1
Broadway 	None 	The user can switch between instruments as a free bonus action. Switching out of instruments to weapons counts but switching from instruments to weapons will not be affected by this action. This is always active when prepared. 	2
Moral Musician 	+12 	When playing an instrument to orchestrate soothing sounds, give all targets that can hear this immunity to eldritch fear verb for the entirety of the song and a boost to concentration rolls for non-eldritch. The user must keep concentration to continue playing and relies on stamina for holding out this action. Costs 3 action points every turn this action is held.	2
Alter Sound 	None 	Utilizing musical weaponry, the user can easily switch the disruption and/or output states as a bonus action instead of spending a point for switching. This is always active when prepared. 	2
Sound Engineer 	CFT Technique 	Using CFT, if the user beats CFT DC 10, their next sound-based device crafted will have a: (crit +5) for sonic damage as well as this line in the perk: A sound engineer has tuned this device to efficiently expel critical sonic booms. 	3
Masking Sonic 	None 	Play an instrument as a bonus action and if the target does not beat PER DC 16, this forces a target to be off-guard and not roll a counter roll against any sonic-based attacks. This can only be used once per round. This is always active when prepared. 	3
=== Combat Nurse ===
High-stakes support or support-damage in dangerous scenarios.
Origin: Combat Nurse
STAT REQUIREMENT: 	MED +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Medevac 	+2 	The user can sprint towards a targeted consenting and 5 HP harmed ally 10 tiles away to rescue them and move the target into a safer location 20 tiles maximum using stealth perks as a bonus. If spotted/not in stealth, the user can still retain using the bonus from this action which goes towards picking up the target as well as evading hostile reactions via dodging. This fails if the target is suspended in some way on said tile. Costs 1 action point.	1
Stimulant Surge 	+1 damage 	While assisting an ally with MED, the user can increase the target's next damage roll only in their next turn with this bonus. Costs 2 action points. 	1
Vital Points 	+1 damage 	When the user attacks the mental body-part's neck or lower limbs containing major arteries will have a bonus to damage. This is always active when prepared. 	1
Under Pressure 	+3 	If a hostile enemy is within 10 tiles, the user can increase their MED and MVT dodging rolls while carrying and assisting a target. This is always active when prepared. 	2
Tachycardia 	None 	While assisting or holding an injured/downed target, the user gets a single movement action for zero action point cost. This is a bonus action that can only be used once per turn. 	2
Ambulance 	+5 	The user retains a concentration bonus against possible distraction attempts from hostile enemies. This is always active when prepared. 	2
Craft Nurse 	+5 	Crafting medicine-attachment-specific medicine recipes have an increased bonus to successfully being made. This is always active when prepared. 	2
Counter Halting 	-8 	Reduce the target's dodging or blocking counters for the user's turn with a tactical push. Costs 1 action point. 	2
Plant Patching 	MED Technique 	When crafting a makeshift bandage, using this technique turns a normal bandage into an Anti-Medusa Bandage. Costs 3 action points in turn-based. 	3
Trauma Response 	+3 	When the user, an organic companion, or organic ally is injured; grant the user a bonus to their next MED bonus used on that ally. This is in effect only for the current round and the following. This is a reaction that spends 1 action point the user's next turn. 	3
Resuscitation Resilience	None 	Revives a downed target rolling death saving throws or has failed them. This can only be done once and the user must beat a MED DC 18. If successful, the target will start at 3 HP. Costs 3 action points. 	3
Armored Bandage 	MED Technique 	Using CFT, if the user beats CFT DC 10, bandages crafted with this medical technique gains 1d4 armor once only as well as this line in the item's perk: A combat nurse has padded this bandage for effective use against possible impact, capable of taking a single blow. This allows bandages for a specific wound (depending on the body-part) to grant additional armor for a single attack towards its vicinity. 	3
=== Magician ===
A magic trick can temper the mind and mask truths in illusion.
Origin: Magician
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Never Reveals Secrets	+3 	Increase hiding rolls against a target's cancel or prediction-based actions/analysis. This is always active when prepared. 	1
Illusive Pointers 	+1 with perk 	The user will always have 1 trickster action point per turn while this is prepared. These points can only be used for actions that require them. If the user has the talkative talker lifestyle perk, the user can utilize the bonus to improve all actions using trickster action points if the user speaks while doing said actions. 	1
Smoked Surprise 	+5 	Utilize smoke from equipment to create additional opportunities for the user, being a free bonus action once per turn. This is always active when prepared. While in smoke, the user has a bonus to stealth. 	1
Telegraph Masking 	None 	Hide the next attack or illusion action from the user, giving it an advantage to surprise applying any stealth bonuses. Costs 1 trickster action point. 	2
Magician's Act 	+5 	While performing a physical, visual, or verbal trick, the user can utilize their CHA bonus to improve their deception or performance roll. Costs 1 action point. 	2
Lost Spectacle 	None 	Throw three different equipment-based items into three different areas within a 20 tile radius. Where these items land can be hidden with stealth. Costs 1 trickster action point. 	2
Underhand 	+4 	Sleight of hand a small to medium-sized object with an increase to its success using this action's bonus. Costs 2 action points. 	2
Counter Halting 	-8 	Reduce the target's dodging or blocking counters for the user's turn with a tactical push. Costs 1 action point. 	2
Healthy Excitement 	None 	When the user is attacked and the attack dice roll lands, as a free reaction once per round, the user can spend their next trickster action point to negate all the damage while evading to a new position (10 tiles maximum). The user will be in a lvl 1 stamina exhaustion turn after using this reaction. This is always active when prepared. 	2
Magician's Animal 	NTR Technique 	Companions are capable of being utilized as "equipment-based items" for trickster actions and are now trained to participate in illusive performances. This is always active when prepared. 	3
Faked Hits 	+5
-3 enemy roll deduction	Utilize telegraphing and illusion actions with this bonus, the user can also reduce the target's next rolls for their next three rounds only. Costs 1 trickster action point and 2 action points. 	3
Abracadabra 	None 	Trick a target by doing a fake technique action on the user's prepared list, spending 1 trickster action. If the target reacts to this fake action with a counter roll and fails, this action can then be switched with another prepared technique action without additional cost or requirement to roll. This can only be done once per encounter. This cannot be used to switch to passive actions that are always active, bonus actions, reactions, and this action.	3
=== Virtual Visionary ===
Inside the vortex of networks and the abandoned internet are genius divers whom fight in a second world which is a virtual apocalypse.
Origin: Virtual Visionary
STAT REQUIREMENT: 	INT +3 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Doxx 	None 	Roll INT and beat DC 16 to immediately receive the details of a target's virtual build and accessible details 10 tiles away. Costs 2 action points. 	1
IP Addressed 	None 	While in the virtual network, the user can utilize this action to immediately pinpoint a target's exact location within 30 tiles away. Costs 3 action points. 	1
Not Cable Frame Rate 	None 	The user has an additional action while in the virtual network. This is always active when prepared. This action point can only be used for actions in this technique list. 	1
Full-Diver 	None 	The user can avoid being destabilized once per IRP day from their connection to the virtual network. This is always active when prepared. 	2
Decoded Depot 	None 	Be capable of disarming virtual viral enemy types from their source boxes. The user must beat INT DC 8 to successfully do this. 	2
Forum Chatter 	None 	The user has access to entering forum sections and info-box logs within virtual reality networks. This is always active when prepared. 	2
Counter Halting 	-8 	Reduce the target's dodging or blocking counters for the user's turn with a tactical push. Costs 1 action point. 	2
Studio Stud 	+5 stealth 	Have access to the animation and drawing studio, which allows the user to draw structures along virtual spaces. This is a necessary program access that can be temporarily shared to other targets with a maximum of 3. This is always active when prepared. Certain tools do different things as easily accessible weapons:
* Selector: temporarily holds a target for one round and can be dragged. Costs 1 action point.
* Paint Brush: can be used to hide a target with illusionary painting, increasing stealth with a bonus.	2
Search History 	None 	Highlight a target and find their location while being able to bypass firewall lvl 3 or lower. Costs 3 action points. This also applies the blind verb on the scanned target for their next turn only.	3
Artificial Incel Tamer	+3 	Select one virtual companion to enhance their rolls for the entirety of the IRP day. Costs 3 action points. Cannot be done a second time to any other virtual companion. 	3
Basement Gremlin 	+2 	Damage rolls with virtual weapons or hacks is increased but the user spends an addition action point for said hack/weapon. 	3
Specter of the Web 	+3 	Stealth actions along corridors or enclosed virtual spaces within the virtual network is increased with this bonus. This is always active when prepared. 	3
=== Security Personnel ===
Protection of goods, assets, and other means.
Origin: Security Personnel
STAT REQUIREMENT: 	STR/PER/NTR +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Access Point 	+1 	When guarding an entry point, the user has an increase to all their counter rolls. This is always active when prepared. If the user has the first-aider lifestyle perk, they can utilize this bonus to healing themselves or a target while guarding an entry point. 	1
Shift Log 	None 	The user is capable of re-enacting two actions from their previous turn while ignoring any stamina exhaustion or loss of bonuses. This has a two round cooldown. If the user has the booksmart lifestyle perk, the user can also take the exact numbered d20 rolls used for those actions but must write this down prior. This is a bonus action that spends the amount of action points from the copied actions and this perk cannot copy reactions or bonus actions.	1
Suspicious Persons 	+2 	Utilizing this action, the user can improve their PER identification to see through lies or details of a target's CHA or stealth rolls. Costs 1 action point. If the user has the scavenger lifestyle perk, they will get this as an additional bonus on finding hidden items a target hid. 	1
Guard Dog 	NTR Technique 	Animal and android companions have an additional action point when guarding the user or 10x10 vicinity. Companions can do blocking actions and utilize this action line: the companion has the ability to, as a free reaction once per round, counter one melee attack entirely from a target with 12 HP or less around the size of a normal humanoid. 	2
Escort Specialist 	None 	The user can utilize a single bonus action per round for assisting the roll of a target they are escorting using a no-stat bonus 1d20. The escort cannot be more than 5 tiles away from the user and only one entity can have this support. 	2
Rooftop Reconnaissance	+2 	With height advantage against targets, the user has an increase in PER always. This is always active when prepared. 	2
CCTV Defense 	+2 	The user has an increased PER when utilizing CCTV or other forms of security monitoring systems. This is always active when prepared. 	2
Counter Halting 	-8 	Reduce the target's dodging or blocking counters for the user's turn with a tactical push. Costs 1 action point. 	2
Dark Spaces 	+2 	The user has increased searching and tracking rolls while in dark areas. This is always active when prepared. If the user has the nocturnal lifestyle perk, they can ignore PER aiming reductions at night. 	3
Importers Asset 	+3
+5 with perk 	The user can protect goods with a bonus always. If the user has the pack mule lifestyle perk, they get a better bonus with this action. This is always active when prepared. 	3
Counter Body 	+2 	While attempting to restrain targets, the user has an increase with this bonus. They are also capable of improving gauss and medusa verbs by +1 to their modifiers. If the user has the monk's mindset lifestyle perk, they can utilize to bonus to dodging against targets they are guarding an asset from. This is always active when prepared. 	3
=== Mercenary ===
Combat, escorting, and war. Mercenaries see and experience many things in the wastelands.
Origin: Mercenary
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Heaven's Mission 	+3 	If the user blocks an attack towards an escort or selected target ally, the user can increase the bonus modifiers of all technique actions prepared and improve their damage output for two rounds with the same modifier. This does not stack and the cooldown ends when this action's bonus expires. This is always active when prepared.	1
Access Point 	+1 	When guarding an entry point, the user has an increase to all their counter rolls. This is always active when prepared. If the user has the first-aider lifestyle perk, they can utilize this bonus to healing themselves or a target while guarding an entry point. 	1
Bounty Hunter 	+2 	While hunting a target, the user has a bonus to investigation and tracking rolls against this target. This is always active when prepared. If the user has the talkative talker lifestyle perk, they can convince bounty contractors better to up prize money or their services with this bonus. 	1
Hired Gun 	None 	During combat, the user can copy another target's PER aiming 1d20 roll if it happened within the same round before the user's turn. This can only be done once per round. If this is repeated two rounds in a row, the user goes into a level 3 exhaustion turn. If the user starts a round, they can copy from the previous round only. 	1
Escort Specialist 	None 	The user can utilize a single bonus action per round for assisting the roll of a target they are escorting using a no-stat bonus 1d20. The escort cannot be more than 5 tiles away from the user and only one entity can have this support. 	2
Rooftop Reconnaissance 	+2 	With height advantage against targets, the user has an increase in PER always. This is always active when prepared. 	2
Payout Paying President	+3 	The user can increase their CHA roll for bargaining using this bonus with weapon dealers for better prices once per IRP day. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll. 	2
Mercenary's Mastery 	+2 	While using rifles that utilize bullet shells during a gig with another mercenary, the user has a bonus to attack rolls. If the user has the scavenger lifestyle perk, they have this bonus to looting armories. This is always active when prepared. 	3
The Mission Comes First	None 	While on a job, the user can utilize a free NAT 20 for technique actions once per IRP day but must spend all 3 action points in their next turn. This can only be used in turn-based encounters. 	3
Drills 	None 	Once per encounter, for an entire turn, All STR/MVT/NTR actions cost 1 action point. This is a bonus action which can only be used once per turn-based encounter. 	3
=== Stage Performer ===
Where there is a stage, an audience awaits. Stage performing comes in many different styles and talents.
Origin: Stage Performer
STAT REQUIREMENT: 	CHA +3 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Dancer's Two-Step 	+1 	While performing any sort of extravagant movement, dance, or physically-demanding challenges; the user can utilize this bonus. If the user has the monk's mindset lifestyle perk, they can utilize performance-movement techniques from this action list to their counter dodging dice rolls once per round as a free reaction. This is always active when prepared. 	1
Actor's Stage Play 	+1
+3 with perk 	Utilizing CHA rolls to perform as a different individual or showcase distinctly different traits is increased with this bonus. If the user has the talkative talker lifestyle perk, they gain a better bonus. This is always active when prepared. 	1
Musician's Maestro Band	+1
+3 with perk 	While in an orchestra or band, the user can increase their performance roll with this bonus. If the user has the singer's melody lifestyle perk, they gain an increase in their roll if they sing or have a singer. 	1
Hip-Hop Contemporary 	+2 	If the user performs while utilizing movement actions, this action's bonus increases by +2 each round as they continue to utilize their MVT bonus with a cap of 6. The bonus drops back down to 2 after reaching the cap or stopping the MVT bonus. The user will always fall into a level 4+ exhaustion turn after using this action. This is always active when prepared. This is a performance-movement technique. 	2
Ballroom Partnership 	+5 	While dealing with another similar weight entity-shaped target, the user can increase the target's performance dice roll with this action. Costs 2 action points. 	2
Stunning Performance 	None 	While utilizing a speaker or vocal-based weapon/ability, the user can apply a guaranteed stun effect from the blunt verb on a target. Costs 2 action points. 	2
Disposed Threats 	None 	If the user utilizes a CHA roll to threaten a target and succeeds in intimidating them, their MVT and STR are lowered by 3 points for three rounds. Costs 1 action point. This cannot be done to the same target(s) until re-engaged into a new turn-based encounter. This does not work against targets who don't understand, are beast-like in nature, or have CHA +2 or higher for a stat. 	2
Comedian 	+3 	When the user utilizes poisons and toxins that apply the hysteria verb, the user can increase their attack or stealth rolls with this action's bonus. This is always active when prepared. While making a CHA joking action, the user has an increase with this bonus as well. Targets who fall for the joking action are distracted and lose concentration though this cannot be used twice on the same target during one IRP day.	2
Masterwork 	None 	Performance rolls can be re-rolled and the user can pick the higher roll. This is always active when prepared. 	3
Attention Grabber 	+6 	Rolling CHA aggravation dice rolls has this action's bonus. This lures a target with CHA +1 or less to challenge/attack the user instead during turn-based situations. Costs 1 action point. 	3
Scarlet Statue 	+5 	The user can utilize their CHA bonus to stay completely still, retaining most their body noises for stealth-based situations while also adding this action's bonus. Costs 2 action points during turn-based. 	3
=== Politician & General ===
Words, convincing, and regulating. Play by the rules or make new ones. Political practices are a weapon.
Origin: Politician
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Piggy Bank 	+1 	Within advanced and wealthy settlements, the user gains CHA bonus rolls when dealing with currency encounters. 	1
Social Representative 	+2 	While representing a community or governed society during meetings or presentations, the user has a bonus to CHA and INT rolls. 	1
Paperwork Patents 	+2 	When dealing with territorial strategies, the user is capable of improving commanding with this bonus. All PER rolls for analyzing a target army's movements are improved with this bonus while the DC for one's own commanded army/platoon to be analyzed is always PER DC 15. 	1
Wartime Battalions 	+3 	As a commander, the user has a bonus to all their rolls related to commanding battalions with this modifier. 	1
Disposed Threats 	None 	If the user utilizes a CHA roll to threaten a target and succeeds in intimidating them, their MVT and STR are lowered by 3 points for three rounds. Costs 1 action point. This cannot be done to the same target(s) until re-engaged into a new turn-based encounter. This does not work against targets who don't understand, are beast-like in nature, or have CHA +2 or higher for a stat. 	2
Sworn War Commander Attack 	+3 to allies 	All targets the user commands receives a bonus to their attack roll for their next turn only. The targets must roll PER DC 12 to properly hear/see the command and receive the buff. Costs 1 action point. 	2
Government Clearance Defense	+3 to allies 	All target's counter and stealth rolls receive a bonus in their next turn only or for 5-ish minutes in free-form situations. The targets must roll PER DC 12 to properly see the command and receive the buff. Costs 1 action point. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll. 	2
World War Wastelands 	+2 to ally damage output	When the user motivates a target, they increase the user's damage output for all actions in their next turn only. The targets must roll CHA DC 12 to properly receive the buff. Costs 2 action points. 	3
Attention Grabber 	+6 	Rolling CHA aggravation dice rolls has this action's bonus. This lures a target with CHA +1 or less to challenge/attack the user instead during turn-based situations. Costs 1 action point. 	3
Election Campaign 	+3 	The user's experience with society and leadership is shown through their prowess on stage and off. All security personnel technique targets (that is not the user) and companions escorting/defending the user gains an increase in protecting the user with their counter rolls when 5 tiles nearby. This is always active when prepared. This does not stack with other users that utilize this technique action.	3
=== Prep Chef ===
Temper oneself with the practice of support-based cooking and efficient survival tactics surrounding food.
Origin: Prep Chef
STAT REQUIREMENT: 	CON +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Remove Poison 	+3 normal bonus
+5 with food handler	Increases rolls for cooking-related actions that require the removal of poison, toxin, venom, or lethal aspects to ingredients and meals. This still requires the correct ingredients to cure certain poisons. With the food handler lifestyle perk, the bonus is increased. This is always active when prepared.	1
Survival Meal 	HP +1 normal bonus
HP +2 with food handler	Non-specified recipes allow organics that consume the meal to recover HP twice per IRP day. With the food handler lifestyle perk, organics that consume this gain additional HP. 	1
Bugs & Bigots 	CON Technique 	When the user cooks bugs, eldritch bugs, and arachnids, the meal has a decent health bonus of HP +1 as well as decent nourishment if the user or target consumes it, beating CON DC 3. 	1
Counter Halting 	-8 	Reduce the target's dodging or blocking counters for the user's turn with a tactical push. Costs 1 action point. 	2
Top Roasting 	CON Technique 	This can only apply to vegetables and meats. Adds this effect to the cooking recipe or non-specified recipe: A prep chef roasted this meal, granting the organic consumer who eats this meal the ability to avoid food poisoning with the ingredients used. 	2
Horrific Meat Cutting	CON Technique 	Beat an NTR DC 10 for carving up an eldritch animal to utilize this technique. With properly cut up meat, the user can utilize this effect for the cooking recipe: With well-prepped meat, this meal grants the user an additional NTR and PER +1 for two rounds after consumption. 	2
Hungry and Exhausted 	None 	While the user is in an exhausted turn, they can ignore the effects of the turn once per IRP day if they eat or drink during the turn for 1 action point. 	2
Makeshift Kitchen 	+2 	If the user beats an NTR DC 14, they can utilize the environment to cook CON DC 2 and 8 recipes without many tools. This is always active when prepared. Can only be attempted once per IRP hour. The user has a bonus to this particular NTR roll when this action is used. 	2
Ingredient Switch 	None 	If a single ingredient is missing from a CON 2 cooking recipe, the user can utilize a replacement for said ingredient and retain the same effect. It must be similar in the type of ingredient. This is always active when prepared. 	3
Combat Chef 	None 	While in combat, the user can cook quick CON 2 cooking recipes while only spending 1 action point. This requires concentration to retain the action and takes two rounds for the meal to finish. 	3
Survivor's Sale 	+2 	When selling or bartering deals for the user's cooked meals or cooking recipes created/learned, the user has an increase in said CHA trading rolls. This is always active when prepared. 	3
=== Swiss Chef ===
A master in gourmet and many advanced cooking techniques, focused more on team or specialized recipes.
Origin: Swiss Chef
STAT REQUIREMENT: 	CON +3 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Gourmet Gazette 	+3 normal bonus
+5 with food handler	All mixing actions with alcohol and other drinks is improved with this bonus. This is always active when prepared. With the food handler lifestyle perk, the bonus is increased. 	1
Spectacular Portions 	None 	When cooking a CON 2 cooking recipe, the user can double the amount made with the same amount of ingredients for a single dish. This is always active when prepared. With the food handler lifestyle perk, the user makes three instead of two with the same amount of ingredients for a single dish. 	1
Kitchen Direction 	+3 	While working in a kitchen or traveling group, the user has a cooking bonus when in a team for cooking. This is always active when prepared. 	1
Affordable Vegetarian	CON Technique 	When preparing cooking recipes which only uses plants, fruits, and vegetables; the user can apply this to the meal's effect: A talented chef created this mix, granting the consumer an increase to their PER with +2 as well as an increase to keeping concentration with the same bonus for three rounds. 	2
Food Crafter 	None 	If the user has a CFT bonus, they can add 1-3 points to their CON recipe creating rolls once per IRP day. This is always active when prepared. 	2
Fermentation 	+3 	The user is capable of efficiently fermenting necessary ingredients through fermentation. This is always active when prepared. 	2
Seafood Mastery 	CON Technique 	When preparing cooking recipes which only uses seafood ingredients; the user can apply this to the meal's effect: A talented chef enhanced the meal to allow organic consumer's a temporary boost of +1 to INT and NTR for the next three rounds after consumption. 	2
Speed Chop 	CON Technique 	When preparing cooking recipes which only uses meats; the user can apply this to the meal's effect: A talented chef prepared this meal with exquisite usage of meats, unique in preparation. This grants the organic consumer a +1 boost to MVT and CON for the next three rounds after consumption. 	2
Spice 	CON Technique 	When preparing cooking recipes with any ingredient; the user can apply this to the meal's effect: A talented chef utilized spices to bring about an aroma and flavor. This improves the organic consumer's technique action usage with a bonus of +2 for their next two turns. 	2
Molecular Gastronomy 	None 	While cooking, the user can also utilize their MED or INT bonuses to improve the cooking roll. This can only be used once per IRP day. 	3
Master's Recipe Book 	None 	The user can prepare two different CON 2 & 8 cooking recipes for the same action point (also shares the same CON cooking roll). This is always active when prepared. 	3
A Chef's Kiss 	CON Technique 	When preparing cooking recipes for any cooking recipe; the user can apply this to the meal's effect. This can only be utilized once per IRP day: A talented chef created this to be something of a masterpiece, allowing organic consumers the ability to receive an additional action point for their next two turns only.	3
Witch's Cauldron 	+5 	The user can utilize alchemic mixtures efficiently when mixing them into cooking recipes and drink recipes. This is always active when prepared. 	3
=== Android Technician ===
There is creating life and repairing it. Be a prime support to androids or polish up the skills to make one.
Origin: Android Technician
STAT REQUIREMENT: 	CFT +3 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Clink Recov 	HP +3 	When repairing an android target or android companion, the user can restore additional health. Costs 3 action points. If the user has the make-shift crafter lifestyle perk, the user will only need to spend 1 action point instead. The ingredient required to spend is x1 metal plate. 	1
Metal Fixit-Upper 	None 	Once per IRP day, the user can heal the target android or android companion without spending a metal plate. 	1
Build Prep 	+1 	When starting a build during turn-base encounters, the first CFT roll after this prep gains a bonus. Costs 1 action point. 	1
Bandaged Signal 	None 	If the user beats a CFT DC 12 utilizing this action, they can spend a bandage to stop a quick or radio hack signal from accessing one device for two rounds. Costs 2 action points. This cannot be done to the same device again for the entire encounter. 	2
Android Chef 	CON Technique 	When creating an android meal, the technician can add this to the effect: This meal grants an android consuming it great efficiency for two rounds, adding +1 to all their dice rolls for that time frame. 	2
Rust Cleaning 	+3 	The user can clean off rust for the android or cyborg while also polishing said target and giving them a temporary bonus to all d20 rolls for three rounds. This can only apply once to a target per turn-based encounter and they must have the rust verb applied beforehand. Costs 2 action points. 	2
Anti-Flammable 	CFT Technique 	A crafted android companion will have this in their companion perk when the user creates them: The companion was hand-crafted by an expert android technician. The android is capable of resisting burn verb x2 or lower but the companion's dice rolls is reduced by 1. This does not work on the programmed android species or lvl 3+ android companions.	2
Lethal Droid Design	CFT Technique 	A crafted android companion will have this in their companion perk when the user creates them: The companion was hand-crafted by an expert android technician. The android is capable of utilizing an air boost that increases their jump height by 5 ft and improves their climbing rolls by +4. 	3
Robotics Blueprint 	+5 	The user can temporarily boost a target android's rolls with this bonus for three rounds. Costs 2 action points. 	3
Life Core 	+5 	When bringing back a downed android, the user has an increase in their CFT fixing roll. They have become a master at rebooting/reviving androids. 	3
=== Blacksmith ===
Deal with the creation of weapons and many other types of equipment. A soon-to-be/master on the art of design.
Origin: Blacksmith
STAT REQUIREMENT: 	CFT +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Hardened Anvil 	+1 	While crafting equipment using plates as an ingredient, the user has a bonus from this action. With the make-shift crafter lifestyle perk, the user can utilize this passive as an action to directly break down the equipment within the same IRP day, receiving the exact ingredients without any losses. This costs 3 action points. 	1
Barrel Cleaner 	+3 to next roll 	Utilizing this action to clean a firearm or melee weapon during turn-based increases its next attack roll only with this bonus. Cannot be done twice in the same encounter. Costs 2 action points and takes two of the user's turns to finish cleaning. 	1
Build Prep 	+1 	When starting a build during turn-base encounters, the first CFT roll after this prep gains a bonus. Costs 1 action point. 	1
Safe Grip Blueprint 	CFT Technique 	Lvl 1 melee or firearms crafted with this action utilized has this added to the equipment action: This weapon has a sturdy structure, designed by a blacksmith. It has a bonus to counter rolls against actions related to disarming with a bonus of +2. 	1
Scope Zoom Design 	CFT Technique 	Lvl 1 firearm scope attachments crafted with this action utilized has this added to the action: This scope has an additional zoom state, giving the user an additional +2 PER if they set the zoom deeper, but will increase the action point cost for shooting by 1. 	1
Utility Specialty 	CFT Technique 	Non-combat tools crafted with this action utilized has this added to the action: This device was efficiently made, improving the user's roll when utilizing this tool by +3. 	1
Thrown Dodge 	+2
+3 with perk 	The user can do an efficient strafe and roll 3 tiles away as a reaction or action which costs 1 action point while also throwing a grenade or other throwable weapon in the same action which also uses the same roll for an attack and movement. If the user is missing a throwable item, they can still utilize this action. With the monk's mindset lifestyle perk, the user has an increased bonus.	2
Anti-Impact Blueprint	CFT Technique 	Armor equipment and structures crafted utilizing this technique has this added to the action: This armor piece (or structure) is designed to hold against high impact. Bonus damage from conflict perks is resisted entirely. 	2
Tweaked Safety 	CFT Technique 	Non-High tech Rifles, handguns/pistols, and machine guns of any kind crafted with this technique has this added to the action: This weapon is designed to increase its rate of fire, allowing the user to utilize an additional action point with the rifle. The point only applies to shooting attack rolls and decreases all attacks by 3 due to increased recoil. 	2
Heat Upgrade 	CFT Technique 	Melee equipment already made can utilize this technique to turn the weapon into a device that can support a heated mode, adding this to the action: The weapon was upgraded with an additional function to heat up and apply the burn verb x1 while reducing the attack roll by 2. This upgrade does not work with equipment crafted with heating as a function already. 	2
Drone Design 	CFT Technique 	Drones crafted with this technique has this added to the device's action: The drone was upgraded with the ability to heal a target using installed bandages (utilizing the user's stack). 	2
Armorsmith 	CFT Technique 	All crafted armor made by the user has an increase in their armor modifier with a bonus +2 put in brackets. 	2
Weaponsmith 	CFT Technique 	All crafted weapons made by the user has an increase in their damage modifier with a bonus +1 put in brackets. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll. 	2
Overclock Weapon 	+2 damage 	Roll CFT and INT to increase the damage of a firearm for its next attack roll while also increasing the damage if it lands but disables the use of this weapon for the next round. This also applies the burn verb x2 for non-burning firearm ammunition. Costs 2 action points. 	3
Hoverboard 	CFT Technique 	The user can design hoverboards, rocket bikes, and other contraptions. 	3
Enhancement 	CFT Technique 	Crafted equipment has a bonus to the main stat it utilizes for its 1d20 roll. It appears like this in the equipment action: Has a bonus to [STAT] +3 when utilized. 	3
=== Scholar ===
Research in one's specialized or preferred subjects is an inherit skill to survive societies and situations.
Origin: Scholar
STAT REQUIREMENT: 	INT +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Quick Study 	[Subject] +1 	Select a general scholar subject: science, history, mechanics, or religion. The user has an insight bonus to that subject when utilizing this action. This is always active when prepared. The scholar's IQ lifestyle perk bumps this bonus up with its modifier.	1
Bookmarking 	+1 	If the user utilized an insight roll on a target prior (this can only be used on the same target once per IRP day), they have a bonus to all actions toward said target for their next two rounds when activating this. Costs 1 action point. 	1
Subject Subjugation 	+5 	When the user researches a settlement, they gain this bonus to all subject insight rolls related to said society from a successful insight DC beaten. This bonus lasts one IRP day. The scholar's IQ lifestyle perk bumps this bonus up with its modifier. 	1
Called A Bluff 	+1 HP 	If the user figures out a lie or false information from a target using insight, they gain HP. This can only be used twice per IRP day. 	2
Quick Study II 	[Subject] +2 	Select a general scholar subject: science, history, mechanics, or religion. The user has an insight bonus to that subject when utilizing this action. This is always active when prepared. The scholar's IQ lifestyle perk bumps this bonus up with its modifier.	2
Analysis Comprehension	+2 	The user increases information-gathering based equipment (hypercubes, radios, etc) more efficiently, adding this bonus to their rolls. This is always active when prepared. 	2
Practical Examinee 	Depends 	The user can utilize one CFT technique and one MED technique at level 1 from any list. Combine both into this action. 	2
Valedictorian 	+5 	CHA rolls receive a bonus when related to any performance, conversation, convincing, and deception when using insight on scholar subjects. 	3
Essay's Thesis 	+10 	Once per IRP day, the user can utilize this bonus on any INT-based action. The user receives the headache verb when utilizing this action. This is a bonus action. 	3
Quick Study III 	[Subject] +3 	Select a general scholar subject: science, history, mechanics, or religion. The user has an insight bonus to that subject when utilizing this action. This is always active when prepared. The scholar's IQ lifestyle perk bumps this bonus up with its modifier.	3
=== Charmer ===
The allure of a person is also a practice. Those that utilize this can use it as a weapon or social tool for many different methods using the art of attraction.
Origin: Charmer
STAT REQUIREMENT: 	CHA +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Hot Gossip 	+3 	The user can utilize insight on topics regarding celebrities, well-known figures, and people they have known for at least two days with a bonus from this action. This is always active when prepared. 	1
Soft Spoken Poison 	None 	If the user successfully beats a target's CHA counter utilizing this action, they can force the target into a mental exhaustion level 1. This action can be repeated in the same turn against the same target to increase the level by 1. Costs 1 action point. With the talkative talker lifestyle perk, this also applies the headache verb to the target. 	1
Devil's Charm 	+1 	Persuasion and deception rolls against targets that would be attracted to the user's gender is increased with this modifier. If the user's CHA roll has a 10 point difference against the target's counter CHA, the target receives the headache verb. This is always active when prepared. 	1
Lover's Gaze 	Depends 	When the user rolls CHA utilizing this action, all targets 5 tiles close must roll CHA and if they fail, they will be included as a point each to the count of this action's bonus. With the points, the user can add this to their next PER roll. This has a two round cooldown and costs 2 action points. If the user doesn't use the bonus in two rounds, it is wiped out.	2
Occult Looks 	CHA Technique 	A technique used to improve a user's presentation via make-up or appearance fix-ups. This improves a target's CHA performance and persuasion rolls by +5 for the next three rounds. Costs 3 action points. 	2
Arouse 	+5 	Outside of turn-based, the user can utilize honey-pot techniques to increase their CHA rolls more efficiently. This modifier adds to the bonus. This is always active when prepared. 	2
Vocal Serenade 	+2 	When the user sings towards a target or crowd that can listen, they can apply an increase to the user's CHA against all the listeners if the user beats a DC 18. This bonus is set for the entire encounter and can also apply any perk's bonuses to the modifier count. 	2
Succubae 	None 	Targets that have lost to two consecutive CHA rolls against the user during turn-based and has the headache verb applied will tip over, being stunned their next turn or outside turn-based for 5 minutes IRP. 	3
Natural Beauty 	None 	If the user beats a target in three CHA rolls, the user can choose the target's next attitude and apply the tincture or headache verb. The user's mental body-part can also use CHA to increase the dodge counter rolls against it. 	3
Nephilim's Charisma	None 	Ruin a target's CHA if the user manages to strike their mental body-part successfully. This reduces the target's CHA bonus by -10 for the next four rounds. This is always active when prepared. 	3
=== Beggar ===
Desperate times can bring about skills too. The wasteland is the cruelest to beggars but they are still alive for a reason.
Origin: Beggar
STAT REQUIREMENT: 	CON/CHA -1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Prone Alertness 	None 	When the user is knocked out and/or survived their death saving throws, the user can flip a coin once as a bonus action which decides whether they wake up after being stunned or surviving a death saving throw. Can only be used once per encounter. 	1
Silent Secrets 	+1 	The user can utilize this action to sneakily steal or set a single small object onto a target. This can utilize a stealth bonus on top of its modifier. With the scavenger lifestyle perk, the user can set or steal two small objects instead. If the user is stealing currency, one handful is 5 and two being 10. 	1
Build Prep 	+1 	When starting a build during turn-base encounters, the first CFT roll after this prep gains a bonus. Costs 1 action point. 	1
Another Man's Treasure	CFT Technique 	Armor equipment and structures crafted utilizing this technique has this added to the action: This armor piece increases the user's stealth rolls by +1. When the user attempts any stealth thievery, they can redo the roll if it failed once more. 	1
Illicit Gambling 	+1 	The user has a bonus with this modifier when rolling 1d20s in gambling, games, and risk-based plays. This is always active when prepared. 	1
Cracked Addictions 	+4 	The user has a bonus to CON when taking poisons. They also have an improved insight roll with the same bonus. This is always active when prepared. 	2
Swiped Finger 	+5 	If the user is 1 tile to the target, they can utilize a swift trick and mend into shadows or crowd which will alert the target they had something stolen. The user can swiftly steal with this action's modifier and move 15 tiles into a crowd or shadows, going into stealth. Costs 2 action points. 	2
Survival Instincts 	+2 	Sense imminent dangers and react swiftly to threats. Bonus to PER and evasion checks. Costs 1 action point. 	2
They Hesitate 	None 	As a free reaction once per round, the user can force a target that has attacked them to roll the 1d20 second time. That target must go with the most recent roll. With the monk's mindset lifestyle perk, the user can have the target roll a third time. This does not work against actions assisted by perks that allow a user to roll multiple times.	3
Deathly Steal 	1d6 damage 	The user when they steal can also replace the item with another object, which can be a consumable or plate. If it is a plate, if the target is unaware of the switch, they receive damage. If it is a grenade, the target receives a bonus +5 to remove it if they roll a PER DC 9 for detecting it. Costs 1 action point. 	3
Identity Theft 	CFT Technique 	If the user kills a target, they can cut off the face of said target and utilize it as an ingredient to make a mask. With this, the user can pretend to be the killed individual while wearing the mask. It offers no armor and increases deception rolls by +10. 	3
=== Detective ===
Personal investigators, enforcers of settlement laws, seekers of truth, and analysis team members. Many have the practice of a detective. See what fits you.
Origin: Detective
STAT REQUIREMENT: 	PER +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
The Case 	Cap 12 	A special technique action that collects all the information on a subject target. The user can only have one target for the case, whether this is a person, place, or thing. Certain technique actions will improve this action's bonus at a cap of 12. The user will always retain this bonus for all rolls with some exceptions (like seduction as this is dependent on circumstance) against a target until the user changes the subject target, two IRP days pass, or roll a critical fail (NAT 1).	1
Lawyer Feat 	+1 	The user has increased to insight rolls when topics of history and law are brought up. This is always active when prepared. 	1
Prone Alertness 	None 	When the user is knocked out and/or survived their death saving throws, the user can flip a coin once as a bonus action which decides whether they wake up after being stunned or surviving a death saving throw. Can only be used once per encounter. 	1
Spyglass Hourly 	+1 to case 	If the user utilizes PER to investigate a target with this action and beats their counter INT with the user's PER, the user adds +1 to the case. Costs 2 action points. This requires the case technique action to be prepared. 	1
Assess Weakness 	None 	The user can assess a target's weakness during combat as a free bonus action. This requires they use PER or INT to beat the target's highest stat bonus as a counter using a 1d20. If the user succeeds, they can utilize stratagem actions against the target. This can only be done on a target once per encounter. Costs 3 action points. 	1
Linguistic & Puzzle Mastermind	None 	The user can utilize insight to figure out the linguistics of a target's language, understanding it or not and the details of a puzzle. Language applies to code as well. With this action, the user can request a target (or GM) to roll/set a PER DC to beat. If the user beats this DC, they can receive a hint, clue, or answer (if NAT 20) on understanding the language/code or puzzle. This can only be used once per target in one IRP day. Costs 2 action points during turn-based. 	2
Clue In 	+2 to case 	The user can select an area within a space to find clues on a subject target. If the user spots a clue and solves it or beats the DC set, this adds to the case count by +2. This requires the case technique action to be prepared. 	2
Rooftop Reconnaissance 	+2 	With height advantage against targets, the user has an increase in PER always. This is always active when prepared. 	2
Violent Investigator 	+2 to case 	If the user successfully telegraphs the subject target's action, this adds to the case count by +2. This is always active when prepared. This requires the case technique action to be prepared. 	2
Stratagem Hunt 	+4 	Requires assess weakness to succeed on a target. The user's STR, MVT, and NTR is improved when utilized against the target with this modifier for the entire encounter. Can only be used once on a target and cannot be stacked with the same or other stratagem actions. Costs 3 action points. This lasts for three rounds only. 	2
Stratagem Mind 	+4 	Requires assess weakness to succeed on a target. The user's INT, CFT, and MED is improved when utilized against the target with this modifier for the entire encounter. Can only be used once on a target and cannot be stacked with the same or other stratagem actions. Costs 3 action points. This lasts for three rounds only. 	2
Enhanced Investigation 	+1 to case 	Whenever the user gains points to their case count, they gain an additional +1. This is always active when prepared. This requires the case technique action to be prepared. 	3
Stratagem Visory 	+3 	Requires assess weakness to succeed on a target. The user's equipment and species action rolls is improved when utilized against the target with this modifier for the entire encounter. Can only be used once on a target and cannot be stacked with the same or other stratagem actions. Costs 3 action points. This lasts for the entire encounter. 	3
Detection Prowess 	+5 	If the user listens in on a target and watches their behavior for 1 hour IRP or six rounds without detection, they receive a bonus to insight and counter rolls against that target for the whole IRP day. This is always active when prepared. 	3
=== Religion ===
To control or be strengthened by faith is a powerful asset which brings about skills that can gather masses and influence those involved.
Origin: Religion
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Blessing's Providence	Cap 5 	Whenever the user utilizes a successful technique action from this list, this action increases the user's blessing count up by +1 point. This blessing count can then be spent as additional points to other action's modifiers in this list, reducing the count of this action bank. Any amount of points can be spent and saved with a cap. This cap resets by the end of an IRP day. 	1
Afterlife Observatory	None 	When the user is rolling death saving throws, they can utilize CHA as a bonus to their final roll with NTR as well. This is always active when prepared. 	1
Bible Study 	+3 	The user's religion checks have a bonus with this modifier. This is always active when prepared. 	1
Patron's Apostle 	+3 	The user can utilize this action once per encounter by praying, the action requiring concentration. They must roll a CHA 1d20 and beat DC 12. If they fail, the user must keep praying and spending an entire turn. Upon succeeding, the user's usage of patron actions has a bonus with this modifier for the entire encounter. Costs 3 action points. 	1
Persuasive Cultist 	+2 	When the user is attempting a persuasion to an audience of 3 or more and during sermons, they can increase their rolls in persuasion, deception, and performance. This is always active when prepared. This has no effect on targets that know the truth if the user lies about what they preach. 	2
Prayer's Dilemma 	HP +1 	The user can heal when they succeed with a patron action once per round with this bonus but requires concentration to retain. This is always active when prepared. 	2
Disposed Threats 	None 	If the user utilizes a CHA roll to threaten a target and succeeds in intimidating them, their MVT and STR are lowered by 3 points for three rounds. Costs 1 action point. This cannot be done to the same target(s) until re-engaged into a new turn-based encounter. This does not work against targets who don't understand, are beast-like in nature, or have CHA +2 or higher for a stat.	2
Holy War! 	+5 	If the user is in combat with a target that their patron has deemed a betrayer or enemy of their cause, the user has a bonus towards insight and telegraphing rolls. This is always active when prepared. This does not add to the count of the blessing's providence technique action. 	3
Church Tribunal 	Depends 	The user can spend points in their blessing's providence technique action to improve healing actions using consumables. This is always active when prepared. 	3
Cultism 	+2 Quanta 	The user can spend 3 action points to gain points for their quanta count of a patron. 	3
=== Merchant/Tycoon ===
Trading, selling, assets, and wealth!
Origin: Merchant
STAT REQUIREMENT: 	CHA/INT +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Shop Menu 	+1
+2 with perk 	Three items the user has for sale can be highlighted for customers to purchase on the user's store list. If these items are purchased, the user gains this bonus to their rolls for the rest of the IRP day. This is always active when prepared. If the user has the booksmart lifestyle perk, this bonus is increased.	1
Piggy Bank 	+1 	Within advanced and wealthy settlements, the user gains CHA bonus rolls when dealing with currency encounters. 	1
Wealthy Wasteland 	+3 	Rolling investigation to analyze an individual will immediately point out a single expensive/high-tech item on them. 	1
A Gut Feeling 	+5 	Can analyze a suspicious target with an improved insight roll. Costs 1 action point. 	1
Trader's Best 	+5
-5 to other rolls	When this action is activated outside turn-based or as a free bonus action, the user reduces all their other stat rolls to increase these types of rolls for CHA: bargaining, trading, persuasion, and deception with this modifier. 	2
Wagon Full Territory	+3 	The user requires this action to efficiently carry a traveling store with an available/owned vehicle. As a bonus action, the user can quickly setup their shop and during turn-based, has this bonus to all combat rolls when near the shop location by 5 tiles. This is always active when prepared. 	2
Merchant Initiative 	+3 	During bargaining or combat turn-based, the user has a bonus to their initiative roll for the IRP day if the user managed to win a CHA trading roll. This is always active when prepared. 	2
Adverts 	+4 	The user's CHA performance and persuasion rolls receive this modifier when the user has at minimum three listeners regarding sales. This bonus lasts three rounds in turn-based and three attempts to use these rolls outside turn-based. Costs 1 action point during turn-based. This is always active when prepared. 	2
Cost Cut 	None 	If the user utilizes and succeeds with CHA, twice in the encounter, the user can cut the cost of the next activated technique's action points by 1. 	3
Great Trader 	None 	When dealing with traders and merchants, the user can re-roll their CHA rolls twice per IRP day. Costs 2 action points. 	3
Enticing Monopoly 	+6 	Listening to ensure the location safe, do not speak friends to many people. All insight rolls regarding trade with a specific target receives this modifier. 	3
=== Raider ===
Specialize in robbing, vandalizing, utilizing gas for control-based techniques, and other means to successfully raid!
Origin: Raider
STAT REQUIREMENT:	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Oil Spill 	+2 	This action spends x1 oil. With this action, the user has a bonus to utilizing technique actions which use oil as a weapon. This only lasts for one encounter. Costs 1 action point. 	1
Savages! 	+2 	Looting targets is never easier. With this action, the user has an increase in attack rolls towards a target defending asset(s) like goods or escorts. If the user has the scavenger lifestyle perk, they can utilize this bonus when robbing/looting a target after placing them prone or killing them. 	1
Enraged Prep 	+1 	Start with a 1 to any insanity point counter for any technique or species list. Always active when prepared. 	1
Scorched Earth 	+0 	When the user has the burn verb applied to them, all actions with raider's in the name will receive this bonus modifier that increases as an insanity point counter. This can also reduce the reduction from an action if it contains one. This is always active when prepared and the counter caps to 5 and will be spent when the points are added to an action by the user's choice. The user cannot adjust the points added. 	1
Raider's Bait 	+1 	The user has an increase to deception rolls with this modifier when injured. Ambushes have an increase in stealth when this is utilized. This is always active when prepared. 	1
Counter Halting 	-8 	Reduce the target's dodging or blocking counters for the user's turn with a tactical push. Costs 1 action point. 	2
Raider's Relief 	+3 damage 	When the user destroys a structure in the environment using a singular powerful swing downward, they deal bonus damage. Costs 2 action points. 	2
Crescent Fury 	2d2 damage (no crit) 	This action spends x1 oil. With this action, the user forms a crescent shape along their front and can light the oil on fire. Targets or the user that step onto the fire which lasts three rounds will receive the burn verb x2 and additional damage from this action on impact. This covers 5 tiles around the user. Costs 2 action points. 	2
Forward Fury 	3 wax damage (no crit) 	This action spends x2 oil. With this action, the user forms a line along their front and can light the oil on fire. Targets or the user that step onto the fire which lasts three rounds will receive the burn verb x2 and additional damage from this action on impact. This covers 10 tiles forward. Costs 2 action points. 	2
Raider's Fury 	-4 attack rolls 	When the user lights a melee weapon on fire, spending x2 oil, they can apply the burn verb x3 on targets for the turn this is activated. Their attack rolls with this lit weapon however is reduced. Costs 1 action point. 	2
Robber Time 	+2 	The user spends 3 action points when activating this. Upon activation, the user has two rounds. If they successfully loot, steal, lockpick, or destroy a structure then this action activates. With this action, the user receives a temporary bonus to all d20 rolls for two rounds. 	2
Raider's Weaponry	+2 attack rolls
1d2 damage (for ram, no crit)	While utilizing this action, the user can increase their proficiency with a chosen weapon type per encounter: flamethrowers, automatic weapons, LMGs, bows/crossbows/bolt-guns, and melee weapons. This bonus only applies when this technique is used and only lasts the turn used. This technique allows them to ram the equipment as a physical bonus action once per round. The attack roll modifier increases to the scorched earth technique action but the damage for this action does not.	2
Fury Torpedo 	2d4 wax damage (no crit)	The user can dump and spend x5 oil onto a 4 tile square in front of their position. Setting it on fire can guarantee a temporary burst of damage and apply the burn verb x3 on targets who step or are 1 tile near this spot. Costs 3 action points. 	2
Sundown Siege 	+4 	When the user is with another ally 10 tiles away that uses the raider technique list, both can assist each other's raider's based technique actions with this bonus. This is always active when prepared. 	3
Stolen Goods 	+5 	If the user loots or steals a weapon during turn-based, they have a bonus to utilizing that weapon for two rounds. This is always active when prepared. 	3
Oil Waterfall 	+4 	This action spends x4 oil. With this action, the user has a bonus to utilizing technique actions which use oil as a weapon. This only lasts for one encounter. Costs 2 action points. 	3
=== Mech Pilot ===
Crafting combatants who can pilot and consistently upkeep mechs and power armor for combat or tool-based usage!
Origin: Mech Pilot
STAT REQUIREMENT: 	CFT +3 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Mech Repair 	None 	As a free bonus action once per encounter, the user can utilize a quick repair within their mech and must beat a CFT DC 8 to successfully fix the HP or tech function of the mech. With the make-shift crafter lifestyle perk, the user can utilize this every other round. Repairs either cost x1 plate or x1 computer chip depending on where the damages occur and what the mech is made from totally.	1
HUD Protocols 	+3 	While utilizing a mech or power armor, the user can utilize a HUD effectively. Two options are available below and only one can be activated at a time:
* Pin-point three targets within sight, marking them. All technique and mech/power armor equipment actions have a bonus to those targets for three rounds. Costs 3 action points. This cannot be stacked and can be reactivated after the cooldown ends.
* Pin-point a single target within sight, marking them. The user's counter rolls against the target is increased for the round activated. Costs 1 action point.	1
Armored Angel 	+1 	While utilizing power armor, the user can increase their blocking power when defending others. Once per round, the user can utilize this as a free reaction to save a target during their turn. This is always active when prepared. 	1
Powered Ground Slam	1d4 damage (no crit)	While utilizing power armor or a mech, the user can slam into the ground to deal powerful knocking back power. This moves all targets 1-3 tiles nearby back 5 tiles. Costs 3 action points. 	2
Megaton Knee Break 	4 damage 	After utilizing a mech attack, once per three rounds the user can chain this free bonus action with a powerful knee/knock forward attack. If the target is smaller in size, they will be flung back 5 tiles and receive the blunt verb x2. This only works with mechs. 	2
Armored Catapult 	1d2 damage on impact
2 fall damage	Only working with power armor, the user can dash forward to a target within 2-5 tiles away and launch them up into the sky. The target will then fall and receive damage unless immune to fall damage. Costs 2 action points. 	2
Machina Monstrosity	+2 damage 	Using a mech or power armor, the user can charge forward and enhance the damage output of the equipment against a target. This increases the cost of action points by 1. 	3
Machinate Carnage 	None 	While utilizing rage/insanity counters in a mech or power armor, the user can apply one counter or another to Mech pilot techniques. This is always active when prepared. 	3
Missing Stranger 	+8 	When the user misplaces their power armor or mech, they have improved odds at finding it. This improves investigation and tracking rolls. This is always active when prepared. 	3
=== Speed Hacker ===
Athletic combatants with the skills to utilize quick hacks during high movement situations.
Origin: Speed Hacker
STAT REQUIREMENT: 	MVT +1 & INT/CFT +1	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Stretching Prep 	+1 	Stretching before an action improves the next STR/MVT/NTR-based action with a bonus. Costs 1 action point. 	1
Quicker Hack 	+2 to dodging
-3 hacking roll	As a free reaction once per round, the user can use this technique's bonus for dodging counter rolls while also applying a quick hack with a reduced roll. With the monk's mindset lifestyle perk, the user can ignore the reduced hacking roll. Cannot be used with another reaction. 	1
Follow-Up Hacker 	+2 hacking roll 	After utilizing MVT in a previous action during the same turn, the user can utilize a quick hack or radio hack with increased precision using this modifier bonus. Costs 1 action point. 	1
Flexible CPU 	+1 	This is a free reaction. When the user dodges, they flip backwards, moving back 3 tiles and using this action's bonus modifier. The user can then switch between equipment after doing this. 	1
Bandaged Signal 	None 	If the user beats a CFT DC 12 utilizing this action, they can spend a bandage to stop a quick or radio hack signal from accessing one device for two rounds. Costs 2 action points. This cannot be done to the same device again for the entire encounter. 	2
Flickering Hacks 	-3 hacking roll 	Reduce the user's hacking roll with this action's modifier but allow the user to utilize a hacking-based whip to attack twice for 1 action point. 	2
Backdoor 	+3 	The user can utilize this action to blitz past a target or formation, similar to disengage and position themself 1 tile behind a target 10 tiles away. When positioned, the user for two rounds can increase the hacking rolls against targets within the user's vicinity of 5 tiles with this modifier. Costs 2 action points. 	2
Speed Virus 	+4 	When tackled by the user during a MVT action, the target is immediately hacked by a quick hack set in the user's operator device. The grappling roll has a bonus from this action. Costs 2 action points. This fails against targets with more STR or are bigger in size and weight. With the jiu jitsu technique action, this applies its effect instead of failing against a target with more STR.	2
DDoS Blitzkrieg 	None 	If the user successfully dodges an attack with a counter, the user can temporarily disable one high-tech equipment or android-based species action the attacker has on them for their next turn only. Costs 1 action point the user's next turn if this reaction is used. 	3
Quick Hack Botting	INT Technique 	When the user utilizes a quick hack onto a target, they can spend an action point to develop a bot that attaches to the device. This cannot be stacked on the same equipment during the same encounter. This bot can have one of the features listed below:
* Equipment Degrader: The device successfully hacked reduces the owner's rolls by 5 and takes 1 action point for their next turn only.
* Broken Damage: The damage of the device successfully hacked is reduced by 3 for the next two turns.
* Slow Pace: Generating lag for the device, it has reduced rolls when used by 10 for the next two turns only.	3
Antenna Connect 	+3 	Radio hacks can utilize MVT to increase its efficiency while also adding this modifier. This can only be used three times as a bonus action per encounter. 	3
=== Spacefarer ===
Originating from the city space stations, those that live within these wings and sectors grow different skills to those on the surface of the planet.
Origin: Spacefarer
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Stretching Prep 	+1 	Stretching before an action improves the next STR/MVT/NTR-based action with a bonus. Costs 1 action point. 	1
Follow-Up Hacker 	+2 hacking roll 	After utilizing MVT in a previous action during the same turn, the user can utilize a quick hack or radio hack with increased precision using this modifier bonus. Costs 1 action point. 	1
Old World Expertise 	+1 	The user has a bonus to insight rolls regarding history, religion, and technology from the era they came from. This is always active when prepared. 	1
Gravity Expert 	+1 	While utilizing low gravity-based tech or in environments related to varying low gravity, the user has an increase to rolls related. 	1
Lackluster Oxygen 	+3 	The user can increase their CON rolls related to holding their breath or reserving oxygen from tanks connected to a suit in low-gravity only. 	1
Generated Slicing Leaps	3d2 damage (no crit)	This relies on MVT as an attack bonus. When the user is in low-gravity, they can utilize a propelling attack with any melee weapon towards a target, striking towards three different directions. They will land 3 tiles away from the target after activating this. If this successfully lands, the user applies cut verb x2. Costs 1 action point.	2
Grav Riot 	+2 blocking
+5 blocking in grav-field	The user positions their feet and riot shield with a stable footing, one with a back leg and another forward, the user has an increase to their blocking. If the user is in a grav-field, they have a bonus to this action. Costs 1 action point. 	2
Spacefaring Citizen 	+2 	Living in space is quite the experience. The user is exceptionally skilled at a number of skills to pass the time. This includes CFT knitting and art, INT/CHA gaming, and performance rolls of any kind. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll. 	2
Luxury Moon 	+3 	The user's insight and investigation related to space-based sciences as well as knowledge is plentiful. This knowledge can also be applied to navigating/tracking/investigating using the stars as well as in space. This is always active when prepared. 	2
Space Suiter 	CFT Technique 	When crafting armor equipment built for space and gravity, the user adds this to the equipment action's description: While wearing this in low-gravity, all counter rolls are increased by +1. Gas tanks have an additional capacity of 1. 	2
Quick Hack Botting 	INT Technique 	When the user utilizes a quick hack onto a target, they can spend an action point to develop a bot that attaches to the device. This cannot be stacked on the same equipment during the same encounter. This bot can have one of the features listed below:
* Equipment Degrader: The device successfully hacked reduces the owner's rolls by 5 and takes 1 action point for their next turn only.
* Broken Damage: The damage of the device successfully hacked is reduced by 3 for the next two turns.
* Slow Pace: Generating lag for the device, it has reduced rolls when used by 10 for the next two turns only.	3
Space Marine 	+3 high-tech firearms
+1 armor in low-gravity	While utilizing high-tech firearms, the user has an increase in rolls due to their adeptness. They are also quite proficient wearing armor while in low-gravity, having improved armor rolls when in that state. This is always active when prepared. 	3
Star Tech Usage 	+6 for high-tech tools used passively
-3 for high-tech tools used aggressively	The user has a natural affinity to utilizing high-tech equipment (more specifically tools) from their time in space. In return, they fall short when utilizing the equipment as weapons, unable to utilize this to harm others. This is always active when prepared. 	3
=== Undercity Citizen ===
The people who live in the great underbelly locations like Kansas or New York City's Subway Lines, living in a high-tech entrapment with a great cityscape and/or mining haven. 
Origin: Undercity Citizen
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Old World Expertise 	+1 	The user has a bonus to insight rolls regarding history, religion, and technology from the era they came from. This is always active when prepared. 	1
Cramped Spaces 	+1 	While in dark tunnels, deep spaces, and underground; the user has improved counter, sprinting, aiming, and investigating rolls. This is always active when prepared. 	1
Prone Quick 	+5 	Once per encounter, the user can quickly go prone with a bonus to stealth. This is always active when prepared. 	1
Infuriating Temperatures	+4 	The user has an increase to counter rolls against anything that applies burn and frostbite verbs when the user keeps concentration. This lasts for three rounds. Costs 1 action point. Outside turn-based, this can be kept up. 	1
Dark Sight 	None 	When in total or other varying levels of darkness, the user's PER decrease is reduced by 2 points. This is always active when prepared. 	2
Cavern Equipment 	CFT Technique 	While crafting tools for underground usage, the user can add this to the equipment action description: An expert of the underground crafted this tool. It has an efficiency to resource generation, adding +1 to resource gathering results.	2
Presence Under 	+3 	The user has an improved PER counter/saving throw against stealth surprise attacks. This is always active when prepared. 	2
Underbelly Lifestyle 	+3 	The user's lockpicking and deception rolls are increased with this bonus. This is always active when prepared. 	3
Earth's Core 	+5 	The user can activate this action, focusing on their breathing to improve certain rolls for six rounds. This improves balancing and concentration rolls. Costs 2 action points. 	3
Augmented Traveler 	+4 	All cybernetic equipment actions are increased with this modifier when this action is activated, lasting two rounds. This costs 3 action points. 	3
=== Companion Caretaker ===
Trainers, engineers, and animal tamers. They come in many professions but the one thing they have in common is having companions.
Origin: Companion Caretaker
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Companion Affection 	Cap 10 	Whenever the user utilizes an action from the companion caretaker technique list, they increase this modifier. It lasts for the whole IRP day, resetting the next day. This bonus can be put towards one NTR DC roll once per round during encounters. The user activates this after petting/greeting a companion during an IRP day. This action has a cap of 10. 	1
Scents & Sight 	NTR Technique 	The user must beat a NTR DC 10 for a companion to successfully utilize this technique. Whether it is an android or animal companion, they can track a target after being shown evidence. They will have an increase to attack and tracking rolls against the tracked target if it is an entity by +3. If the companion tracks a new target, the bonus is removed on the previously tracked. This lasts one IRP day. Costs 1 action point for the companion.	1
Trained To Protect! 	NTR Technique 	The user must beat a NTR DC 10 for a companion to successfully utilize this technique. When an android or animal companion sees the user attacked next three rounds, they will as a reaction block the attack with a bonus of +6 while standing between the user and threat. Costs 1 action point for the user. 	1
Animal Feeder 	CON Technique 	When creating an organic companion's meal, the technician can add this to the effect: Created by a chef with animal's health in mind. This meal grants an organic companion HP +3, 	2
Android Chef 	CON Technique 	When creating an android's meal, the technician can add this to the effect: This meal grants an android consuming it great efficiency for two rounds, adding +1 to all their dice rolls for that time frame. 	2
Self-Fix 	NTR Technique 	The user must beat a NTR DC 15 for a companion to successfully utilize this technique. If the companion is near the user within 3 tiles, they can recover three times per encounter but must beat an NTR DC 5 for organics and CFT DC 5 for androids. They recover HP +1. The companion spends 1 action point doing this. 	2
Primal Rage 	NTR Technique 	The user must beat a NTR DC 15 for a companion to successfully utilize this technique. The companion is trained to utilize a rage counter, increasing by +1 to a cap of 10 for every NTR technique used by the user's companion(s). This bonus can then be spent entirely on future companion NTR technique actions to improve attack or counter rolls. This does not work on healing or support-based techniques. This is always active when prepared. 	2
Emotional Support 	NTR Technique 	The user must beat a NTR DC 15 for a companion to successfully utilize this technique. The companion can assist the user with their STR, INT, CHA, or MVT saving/counter throws by +3 but spends 1 action point doing so. 	2
Farm Hand's Animal 	+1 
+3 with perk 	When the user is farming ingredients off an animal companion/kept farm animal, they gain an additional to the production item result. This is always active when prepared. If the user has the rancher lifestyle perk, the bonus is increased. 	2
Mounted Stamina 	NTR Technique 	The user must beat a NTR DC 15 for a companion to successfully utilize this technique. If the companion is mountable, they can increase their MVT speed with increased adrenaline for two rounds with a bonus of +2. Costs 1 action point. 	3
Assault Duo 	NTR Technique 	Companions can utilize this technique without the user needing to roll a NTR DC. If the companion is near the user within 3 tiles in distance, it can do a combination attack with the user which costs 1 action points where both attacking the same time allows the ability to add both attack rolls against a single counter roll of the target. 	3
Companion Telegraphing	NTR Technique 	Companions can utilize this technique without the user needing to roll a NTR DC. If the companion is controlled by the user, they have an increase to counter-telegraphed saving throws by +4. This is always active when prepared. 	3
=== Holo-Scribe ===
Experts of utilizing holo-tech, using artistry and penwork mixed with performing arts to control a shapeshifting device. These scribes tend to enforce the holo-bank initiative.
Origin: Holo-Scribe
STAT REQUIREMENT:	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Dancing Twirl 	1d4 damage (crit: +4)	Utilize an CHA performance roll to dance with the scriber's papyrus to create a vortex that forces entities around the user within 10 tiles in radius to roll a MVT DC 10. Targets that fail will be prone and will need to spend an action point their next turn to get up. Costs 1 action point. 	1
Mid-Air Bridge 	None 	Utilize an CHA performance roll to create a long bridge with the papyrus mid-air, rolling it up as the user walks across it. The papyrus hardens like hard-light. The range limit depends on the scriber's radius. Costs 1 action point. 	1
Writer's Hook 	None 	Utilize an CHA performance roll to direct the papyrus toward a target and wrap them, sweeping them to a different tile position. The range limit depends on the scriber's radius. Costs 1 action point. 	1
Rolling Glee 	None 	The user utilizes this action for movement or reaction to roll across a surface 6 tiles away as a dodge. This can only be used once per round. Costs 1 action point. 	1
Story Break 	None 	Utilize an CHA performance roll to grapple objects with a weight limit of 10kg, moving it along the air. The range limit depends on the scriber's radius. Costs 1 action point. 	2
Written Footwork 	2d4 (no crit) 	Utilize an CHA performance roll to sweep the papyrus. Targets that fail to beat MVT DC 10 will fall prone and must spend an action point to get up in their next turn. This tactic allows the user to attack two targets at once, aiming for the lower limbs only. The range limit depends on the scriber's radius. Costs 2 action points.	2
Formless Sculpter	1d6 laser/gauss armor	Utilize an CFT sculpting roll to shape the papyrus into a glider, parachute, sled, or shield. Costs 2 action points. 	2
Scribble's Dodge 	+2 	The user can dodge 3 tiles away as a reaction or action in any direction while also utilizing a level 1 technique action from the same list as this action. This bonus applies to the counter roll of the user. Costs 1 action point. With the monk's mindset lifestyle perk, the user can increase the tile distance to 8 tiles away. 	2
Yarn Ball 	1d10 armor 	Utilize an CFT sculpting roll to shape a larger ball using the papyrus around the user to protect them for one turn. Costs three action points. This action has a two-turn cooldown. 	3
Scribe's Grapple 	None 	As a bonus action once per turn, the user can quickly grapple to an environmental target. The range limit depends on the scriber's radius. 	3
Paper Cutter 	None 	The papyrus can apply cut verb x4 when used as a melee attack or through technique actions. This is always active when prepared. 	3
=== Archer ===
A longstanding sport and practice, those that specialize fully into the arts of archery know there are techniques which will vastly improve the user's use of the bow.
Origin: Archer
STAT REQUIREMENT:	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Archer's Leverage	+1 	The user has a bonus to PER when aiming all types of bows and bolt-guns. Negatives in the base PER will be ignored with bows, crossbows, and bolt-guns when this action is prepared. 	1
Target Practice 	None 	If one shot misses, the user can nock another arrow/bolt fairly quickly as a bonus action and fire again. This bonus action can only be done once per turn. 	1
Trio Release 	3d4 damage (no crit)	Fire three nocked arrows which land only toward a target's upper limbs or torso. These hits landing have a reduction to the attack roll by 5. Costs 2 action points. 	1
Setup Roll 	+3 attack roll 	The user utilizes this action for movement or reaction to roll across a surface 6 tiles away as a dodge. This can only be used once per round. Their follow-up attack has an increased bonus to the attack roll. Costs 1 action point. 	1
Trick Bow 	None 	The user can utilize fancy movements and replace their PER bonus to bows with MVT instead. This is always active when prepared. 	2
Arrow Volley 	5 damage (no crit)
+5	Fire five arrows in consecutive order with an attack roll bonus following this action. Costs 3 action points. 	2
Siege Arrow 	+5 	While utilizing a stationed siege weapon with arrow or bolt types used as ammo, the user has a bonus to attack rolls with these devices. This is always active when prepared. 	2
Sturdy Handle 	+5 	If a target or situation tries to disarm the user's held bow, crossbow, or bolt-gun; have a bonus to the counter roll against these actions. This can be used as a reaction and can only be used once per round. 	2
Dodge Roll 	None 	As a reaction the user can roll to dodge an incoming attack and following it up with an attack roll with their held weapon in response. If the dodge is unsuccessful the user's attack can still hit. The user will be moved 1-5 tiles away. Costs 1 action point from the user's next turn.	2
Brazen Bolt 	+1 damage 	Firing bolts from bolt-guns or crossbows receive an increase in damage. This is always active when prepared. 	3
Explosive Arrow 	+2 radius 	Increase the radius of an explosive arrow or bolt always. This is always active when prepared. 	3
Poisoned Tip User	+1 	PER shots with alchemic mixture arrowheads or bolts is increased with a bonus. 	3
=== Wasteland Screamer ===
Specializing in supersonic technology/natural ability, users that learn of screaming and vocal attack strategies are versatile when in battle.
Origin: Screamer
STAT REQUIREMENT: 	CHA +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Vocal Disruption 	2d4 sonic damage (no crit)	Utilizing a shrieker-type mask or natural species ability, the user can create two sonic bursts that can disrupt concentration and disorient the target making them incapable of using movement actions if the roll is 15+. Costs 2 action points. 	1
Falsetto 	1 sonic damage 	When the user lands a vocal-based attack with an attack roll of 12+, the user can add this bonus action's damage. This action is guaranteed to disrupt concentration if the target has the capability to hear. 	1
Verbal Volume 	+1 sonic damage 	The user must beat a CHA DC 17 roll which can be boosted with the talkative talker and singer's melody lifestyle perks. If they do so, they can increase all sonic damage they deal with this bonus and it stacks. This is limited to stack three times successfully in one encounter. The bonuses last for the entire encounter Costs 3 action points.	1
Echoed Counter 	1 sonic damage (no crit) 	As a free reaction once per round, the user can apply sonic damage to the attacking target if their attack's d20 roll is 10 or lower. 	1
Deaf Deceit 	None 	The user can fake a sonic-based attack and if the target utilizes a telegraphing action towards it, they fail and cannot counter roll against the user's next sonic-based attack in the same turn. Costs 1 action point. 	2
Storm's Calm 	+2
+3 with perk 	While being attacked or disrupted, the user can utilize this bonus to retain concentration. With the monk's mindset lifestyle perk, the user can increase this bonus for retaining concentration. This is a bonus action which can be used once per two rounds. 	2
Dodge Roll 	None 	As a reaction the user can roll to dodge an incoming attack and following it up with an attack roll with their held weapon in response. If the dodge is unsuccessful the user's attack can still hit. The user will be moved 1-5 tiles away. Costs 1 action point from the user's next turn. 	2
Sound Blocker 	2d2 sonic damage (no crit)
+3 blocking	With the correct equipment or abilities, the user can utilize a sonic attack as a free reaction once per round to block an incoming attack increasing the bonus roll and applying damage to the attacker. 	2
Symphony Screeches	1 sonic damage 	If the user attacks three different targets in one turn using sonic damage, all targets receive the EMP verb and additional damage. This is always active when prepared. 	3
Guaranteed Noise 	3 sonic damage 	Once per two rounds, the user can apply a guaranteed hitting sonic scream to a target 10 tiles away. Costs 2 action points. 	3
Sounds Sensory 	PER -10 	When the user closes their eyes and touches surfaces, they can detect sound waves. This allows them to avoid incoming sonic damage entirely but have a PER -10 reduction and costs 3 action points per round this is kept. Concentration breaking causes this to be cancelled in the round. Sonic damage cannot be used to break the user's focus. 	3
=== Pharmacist ===
Specialists with medicine, bartending, drugs, and alchemic mixtures. From poisons to utilizing their expertise for doctor professions, this aspect of skill is integral for many positions.
Origin: Pharmacist
STAT REQUIREMENT: 	MED +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Anti-Rad 	x2 	When crafting Iodine pills, they are marked with a x2 modifier which multiplies CON rolls for a user using the pill to recover. 	1
Mixing For Seconds 	None 	When the user makes a mistake (fails the MED DC) while mixing ingredients for an alchemic mixture, they gain a second chance to roll for the same ingredients used. This is always active when prepared. 	1
Poison's Play 	+3 	The user can utilize an alchemic mixture as a spraying attack safely, with a 5 tile range. This mixture must be capable of dealing a direct effect and/or damage. This attack has a bonus from this action's modifier. Costs 2 action points. 	1
Silent Secrets 	+1 	The user can utilize this action to sneakily steal or set a single small object onto a target. This can utilize a stealth bonus on top of its modifier. With the scavenger lifestyle perk, the user can set or steal two small objects instead. If the user is stealing currency, one handful is 5 and two being 10.	1
Lethal Touch Equipment	MED Technique 	When the user applies a poison to certain equipment, add this to its equipment perk: Poisoned by a professional, the attack roll of this item is increased by +2 when poisoned. 	1
Bartender's Base 	None 	The user can utilize CHA to alcoholic beverage mixing rolls with MED. When the user utilizes this action in front of others, they can also apply performance bonuses and increases their next CHA roll to the watching targets. Costs 1 action point. 	2
To Poison, To Die 	+2 	Sneaking poisons into food and drinks is increased with this modifier. This is always active when prepared. 	2
Liquid of Life 	MED Technique 	All alchemic mixtures that restore HP have an increase in the HP gain. Apply this to the mixture's details: This alchemic mixture has improved HP gain due to a pharmacist's talent, adding HP +2. 	2
Healer's Fountain 	+5 	When the user utilizes alchemic mixtures to heal or boost a target's rolls, they have an increase to the MED roll. This is always active when prepared. 	2
Plant Patching 	MED Technique 	When crafting a makeshift bandage, using this technique turns a normal bandage into an Anti-Medusa Bandage. Costs 3 action points in turn-based. 	3
Alchemist's Dream 	+5 	All alchemic mixture-making has an increased bonus outside of turn-based. During turn-based, the user can apply this to any actions using alchemic mixtures for an additional action point. 	3
Trauma Response 	+3 	When the user, an organic companion, or organic ally is injured; grant the user a bonus to their next MED bonus used on that ally. This is in effect only for the current round and the following. This is a reaction that spends 1 action point the user's next turn. 	3
=== Assassin ===
Raised or hired to kill, assassins are dangerous types of bounty hunters and/or trained killers. Methods can differentiate but the principle is the same.
Origin: Assassin
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Silent Secrets 	+1 	The user can utilize this action to sneakily steal or set a single small object onto a target. This can utilize a stealth bonus on top of its modifier. With the scavenger lifestyle perk, the user can set or steal two small objects instead. If the user is stealing currency, one handful is 5 and two being 10. 	1
Shade Step 	+3 	While doing counter rolls to dodge, the user has a bonus and can also chain this into a melee attacking reaction with an equipped melee weapon if their counter roll is 8 points higher than the target's attack roll. This will be a guaranteed landing hit. This can only be used once per round and can also use any stealth bonuses. With the monk's mindset lifestyle perk, the user can also chain this to go into hiding and disappear from sight temporarily in the user's next turn. This is a free reaction.	1
Bounty Hunter 	+2 	While hunting a target, the user has a bonus to investigation and tracking rolls against this target. This is always active when prepared. If the user has the talkative talker lifestyle perk, they can convince bounty contractors better to up prize money or their services with this bonus. 	1
Setup Roll 	+3 attack roll 	The user utilizes this action for movement or reaction to roll across a surface 6 tiles away as a dodge. This can only be used once per round. Their follow-up attack has an increased bonus to the attack roll. Costs 1 action point. 	1
A Killer's Grip 	+2 	The user's grapple and equipment hold has a bonus from this modifier, making it difficult for targets to disarm or escape the user's grip. This is always active when prepared. 	2
Counter Halting 	-8 	Reduce the target's dodging or blocking counters for the user's turn with a tactical push. Costs 1 action point. 	2
Telegraph Masking 	None 	Hide the next attack or illusion action from the user, giving it an advantage to surprise applying any stealth bonuses. Costs 1 trickster action point. 	2
Rooftop Reconnaissance	+2 	With height advantage against targets, the user has an increase in PER always. This is always active when prepared. 	2
To Poison, To Die 	+2 	Sneaking poisons into food and drinks is increased with this modifier. This is always active when prepared. 	2
Marked For Death 	+2 	Rush different directions with a MVT attack to also increase counter-telegraphing against target(s) with this bonus. Aiming for a target's mental (especially the neck) has a bonus when utilizing a MVT attack to reach it. This is always active when prepared. 	2
Storm's Calm 	+2
+3 with perk 	While being attacked or disrupted, the user can utilize this bonus to retain concentration. With the monk's mindset lifestyle perk, the user can increase this bonus for retaining concentration. This is a bonus action which can be used once per two rounds. 	2
Web of Planning 	+1 	When the user successfully rolls insight for information on a target, the user's technique actions from the assassin list receive a bonus to their modifiers. This lasts until the encounter ends. Costs 2 action points to activate. 	2
They Hesitate 	None 	As a free reaction once per round, the user can force a target that has attacked them to roll the 1d20 second time. That target must go with the most recent roll. With the monk's mindset lifestyle perk, the user can have the target roll a third time. This does not work against actions assisted by perks that allow a user to roll multiple times. 	3
Rejuvenated Killer 	None 	When the user has advantage with a surprise attack, they can flip a coin. If it lands on heads, they receive the action point they spent back. If it lands on tails, this fails. This can only be used once per round and is always active when prepared. 	3
Drop-In Killer 	+3 	While in stealth, the user has one free movement action before activating this bonus action once per round for throwing a short sharp weapon (melee) and if this lands on the entity target, their following action if an attack will receive this action's modifier bonus. This is always active when prepared. 	3
=== Weapon Artist ===
Skilled in specific or wide variety of melee and range weapons, this technique list is used by warriors, samurai, ronin, and all sorts of practitioners to expand on just martial arts!
Origin: Weapons Artist
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Brave Block 	+2
+4 with perk 	The user is capable of blocking with their equipped melee weapon, increased by this free reaction's modifier once per round. If this is used before the user's turn in a round, their next attacking action with the same weapon that blocked an attack also uses this bonus to its attacking roll. With the make-shift crafter lifestyle perk, the user can apply and spend a plate ingredient to assist the block with a bonus but cannot utilize this bonus with a chained attack roll in the user's turn.	1
Bladed Contempt 	+1 damage 	The user spends 3 action points and improves all melee weapons and tools that deal cut verb, adding this damage for the next three rounds. Cannot be stacked and has a cooldown until the user's previous activation ends. 	1
Target Practice 	None 	If one shot misses, the user can nock another arrow/bolt fairly quickly as a bonus action and fire again. This bonus action can only be done once per turn. 	1
Swordsman's Dance 	+4
-4 counter rolls next turn	If the user is dual-wielding two melee weapons, they can increase their attack roll by spending 2 action points but reduce counter rolls in their next turn. 	2
Long attribution 	None 	When the user attacks utilizing a Long Sharp Weapon, they can spend 2 action points for a cut verb x3 to be applied. 	2
Shield Bearer's Edge	2 damage 	The user's blocking rolls will apply damage to targets if there is a 8 point or more difference between the attack and counter rolls. This is always active when prepared. 	2
Siege Arrow 	+5 	While utilizing a stationed siege weapon with arrow or bolt types used as ammo, the user has a bonus to attack rolls with these devices. This is always active when prepared. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll. 	2
Shogun Arsenal 	+1 damage 	When the user switches between weapons during a turn, they improve the damage of the weapon they switch into with this bonus. This is always active when prepared. 	3
Fire Clear 	None 	With a melee weapon, the user can utilize this as a reaction to cut down an attacker's flame-based attack entirely without needing to roll a counter unless the attack utilizes a 1d12+ for damage. This action brings the user into a level 3 exhaustion turn next round. This can only be used three times during an encounter. 	3
Overclock Weapon 	+2 damage 	Roll CFT and INT to increase the damage of a firearm for its next attack roll while also increasing the damage if it lands but disables the use of this weapon for the next round. This also applies the burn verb x2 for non-burning firearm ammunition. Costs 2 action points. 	3
=== Cyber Terrorist ===
An extremely capable hacker with an evident backing in history for advanced programming.
Origin: Cyber Terrorist
STAT REQUIREMENT: 	INT +3 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Operator's Knowledge 	+1 	When the user utilizes insight for hacking, computers, and programs; they have a bonus with this modifier. This is always active when prepared. 	1
Rear View Hacker 	+1 	If the user is being blocked or defended by cover or another entity, the user has an increase to quick hacking rolls with this modifier. This is always active when prepared. 	1
Online Support 	+2 	When a target is hacking using any type of hack, the user can utilize this action as a free bonus action which can only be used once per round to assist their hacking roll. This can only be used to assist another hacker. 	1
Virtual Chaos 	+2 	When causing malfunctions to high-tech devices utilizing an operator tool, the user has an increase to their hacking roll. This bonus lasts for two rounds after activation. Costs 3 action points. 	1
Assisted Techno 	None 	When the user utilizes assisting-based quick hacks, the user can do this as a free bonus action once per round. 	1
Ransomware 	+4 	While doing a deal with a merchant, hacking them for information or destroying products increases the user's CHA bargaining/trading rolls against the target for the entire IRP day with this modifier. This is always active when prepared. 	2
Fog Blend 	+4 stealth 	While within virtual reality networks, the user can enhance their actions in stealth with this modifier bonus to cover the user's tracks. Costs 1 action point and the modifier only adds to virtual hack actions used in the same turn. 	2
Info Terrorizer's Play 	+2 hacking
-2 counter rolls	While hacking, the user can utilize this action to spend an additional action point but for this round and the following, the user will have a lower counter roll. This cannot be used again until the counter roll reduction is removed. 	2
Company Hijacker 	+2 	The user can utilize trickery-based hacking (invisibility, illusions, and recordings) with an increase to rolls with this modifier. This is always active when prepared. 	2
Network Vandalism 	HP +2 	If the user successfully hacks a target, they can heal with this action but must spend an action point. This has a cooldown of three rounds and fails if the user is 5 HP or lower. 	2
Trip Hacker 	None 	With an operator device, in its radius range, the user can choose 5 tiles to set a quick hack that'll be applied on a target that enters the vicinity's device or android part. This lasts for three rounds. With a surprise advantage, the target cannot utilize an INT bonus for a counter roll when entering. Costs 2 action points.	2
Pinnacle of Hacking 	+5 hacking rolls
-8 other rolls	If the user spends 3 action points, all hacking rolls for the entire encounter receive this bonus but all other stat rolls outside of hacking will be reduced until the encounter ends. 	3
Authentication Authority	None 	This costs 2 action points. All targets who had devices or their body hacked from the previous and current round will receive the effect the user chooses below:
* Hysteria smoke: Generate smoke which applies the hysteria verb.
* Enhance smoke: Generate a soothing cloud which applies the tincture verb.
* Freezing smoke: Generate a chilling smoke that applies the frostbite verb x2.	3
Carpet Bomb 	1d6 damage (no crit)	Using three throwaway tech, the user can throw them for 2 action points and hack the three with guaranteed quick hacks or instead of quick hacks, the user can instead trigger them to explode, applying the explosion s-b verb. Costs 2 action points. 	3
=== Professor ===
A specialist in research and knowledge with the skills to teach it.
Origin: Professor
STAT REQUIREMENT: 	INT/CFT +3 or All Stats 0/1	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Skill Sharing 	None 	If the user beats the target's INT counter, they can temporarily share a technique action prepared by the user to the target that must be 5 tiles nearby. They have this for 3 rounds before it is gone. Costs 2 action points. 	1
Bookmarking 	+1 	If the user utilized an insight roll on a target prior (this can only be used on the same target once per IRP day), they have a bonus to all actions toward said target for their next two rounds when activating this. Costs 1 action point. 	1
Lesson of the Day 	Cap 10 	If the user teaches targets or assists their rolls during an encounter, this counter increases by +1 with a cap of 10. This resets at the end of an encounter. This is always active when prepared. 	1
Knowledgeable Criticsm	+5 	The user can assist a target's insight roll on any topic as long as they are 10 tiles nearby. This is always active when prepared. 	1
Crash Course 	INT Technique 	The user can pass on a technique list they are an expert in to another target but they must follow the limit of 3 max. This requires two IRP weeks to pass for full transition. 	1
Assignment Grading 	+4 	When the user writes down information regarding a technique that is prepared or witnessed (if the user beats the INT DC 17), a target that reads it has a bonus to utilizing said technique for the whole IRP day. This cannot be stacked. The user can only do this outside turn-based. 	2
Lecture Expertise 	+3 	If the user does a CHA teaching roll towards a target, they receive a bonus to any chosen stat for three rounds. Costs 3 action points and cannot be stacked. This has a 4 round cooldown. If the user has the lesson of the day technique action, they can increase this bonus with the stored points. 	2
Mission Guide 	+2 	The user can assist five nearby targets within 20 tiles a bonus to their PER investigation and aiming rolls. This bonus lasts the round only. Costs 3 action points. If the user has the lesson of the day technique action, they can increase this bonus with the stored points. 	2
Underworld Knowledge 	+3 	Experience with the dark corners of the wastelands, the user has improved insight with crimes, murders, thievery, crime-related people, and settlement-illegal trades. This is always active when prepared. 	2
IT Support 	+1 	The user can assist a target's radio, mech, power armor, crafting, and high-tech usage rolls if they are 5 tiles nearby. This can be used as a bonus action once per round. If the user has the lesson of the day technique action, they can increase this bonus with the stored points. 	2
Lesson Proximity 	None 	With one target, the user can share a sole chosen technique list's prepared actions that isn't the professor list. The target can utilize these technique actions until the user stops sharing it. The target being shared with must be within a 30 tile radius of the user. 	3
Valuable Tip 	Depends 	Every target currently assisted by the user with rolls during the current and previous round adds up to this action's modifier. The user can spend this bonus once as a free bonus action on any d20 roll made. This resets after the round ends. 	3
Master Researcher 	3 subjects 	If the user researches into a topic, they will always have a bonus with insight rolls to that subject unless removed from the memories list of this action. The user can only store three subjects with this action and must research a subject again to switch another out. This can only be done outside turn-based.	3
=== Media Coverage ===
An expert in the field of sharing news, someone of the media tends to have skills affiliated to the field.
Origin: Media
STAT REQUIREMENT:	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Paparazzi 	+2 	When the user stalks a target, their stealth rolls are increased with this bonus only against the chosen target. This is always active when prepared. 	1
Snuck Microphone 	+3 	The user has an increase to info-gathering hacking rolls when utilizing radio hacks. This is always active when prepared. 	1
Newspaper Reader 	+5 	The user's insight regarding news, information, underworld trade, and insider shares are increased with this bonus always. Twice per IRP day, the user can share this bonus to a target. This is always active when prepared. 	1
Lawyer Feat 	+1 	The user has increased to insight rolls when topics of history and law are brought up. This is always active when prepared. 	1
Reporter Needs 	+1 	Radio hacking, investigating, expose believability DC, and buying rolls are increased with this bonus always. If the user utilizes this as an action during turn-based, they can improve their stealth and dodging rolls with their CHA bonus but it costs 1 action point to do so. 	1
Gadget Buzz 	1d2 damage (no crit)	An information-attack which neutralizes tech within a 5 tile radius of a set camera, applying the EMP verb. This cubic camera can play direct feed of 5 tiles around the placed spot to the main cube. Cameras disappear when the cube is unequipped and destroyed with one hit. Targets must roll PER DC 20 to detect a cube. 	2
Captured Act 	+2
+4 with perk 	If the user utilizes any photo/video-based capturing device, they and anyone that views the images have an increased bonus to all rolls against that target for 3 IRP hours. This can only be done outside of turn-based and cannot be stacked on targets. If the user has the photo op lifestyle perk, they can increase the bonus of this action's modifier.	2
Tattle tell 	+3 	When the user is reporting news and information they have collected, they have a bonus to their deception and communication rolls with this action bonus. This is always active when prepared. 	2
Mission Guide 	+2 	The user can assist five nearby targets within 20 tiles a bonus to their PER investigation and aiming rolls. This bonus lasts the round only. Costs 3 action points. If the user has the lesson of the day technique action, they can increase this bonus with the stored points. 	2
Language Recite 	+2 	When the user tries to figure out what a target is trying to communicate, they have an increase to any insight communication roll related to the situation. This is always active when prepared. 	2
They Hesitate 	None 	As a free reaction once per round, the user can force a target that has attacked them to roll the 1d20 second time. That target must go with the most recent roll. With the monk's mindset lifestyle perk, the user can have the target roll a third time. This does not work against actions assisted by perks that allow a user to roll multiple times. 	3
Master Researcher	3 subjects 	If the user researches into a topic, they will always have a bonus with insight rolls to that subject unless removed from the memories list of this action. The user can only store three subjects with this action and must research a subject again to switch another out. This can only be done outside turn-based. 	3
Valuable Tip 	Depends 	Every target currently assisted by the user with rolls during the current and previous round adds up to this action's modifier. The user can spend this bonus once as a free bonus action on any d20 roll made. This resets after the round ends. 	3
Prideful Attitude	+30 	When the user successfully shares an expose and majority of consumers beat the believability DC, the user gains a bonus of +30 to their CHA deception rolls related to information on that expose for one IRP day. 	3
=== Infusion Cyborg ===
A combatant that utilizes many cybernetics with expertise and infuses it with their body.
Origin: Infusion
STAT REQUIREMENT: 	CON +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Upstart Cyber Junkie 	+2 	When the user utilizes cyberware equipment, they can utilize this focusing technique which requires concentration. While in this state, the user has a bonus to utilizing cyberware for three rounds. Costs 3 action points. 	1
Insanity Limitation 	None 	When this action is prepared, the user can utilize their bonuses in CON to increase their sanity limiter alongside the user's INT bonus. This is always active when prepared. 	1
Prosthetic Intelligence	+3 	The user can utilize this action to boost their insight with subjects related to cyberware. This is always active when prepared. 	1
Cyber Base parts 	+1 	Level 1 cyberware equipment has a bonus to their usage rolls. This is always active when prepared. 	2
Unnatural Body Defense 	+1 any armor 	When the user utilizes armor rolls with cyberware, they have a bonus to the armor. This is always active when prepared. 	2
Magnetic Repulse 	None 	All magnet armor can be reflected as magnet damage towards targets when the user's armor is triggered. This is always active when prepared. 	2
My Body, Your Problem 	+3 	The user has increases to INT saving throws against hacking attempts toward the user's cyberware. This is always active when prepared. 	2
Multi-Tech Usage 	None 	The user is trained in the arts of utilizing their cyberware and can utilize one for a free bonus action every two rounds. This is always active when prepared. 	3
Cyborg 	Depends 	Every separately equipped cyberware in the equipment slots count as 1 point each towards the user's blocking rolls. It caps at 4 at level 3 but beyond that level, the cap is the limit of cyberware the user can have equipped.	3
Psychosis 	Cap 6 	If the user fails a sanity roll, their cyberware damage output increases by 1 for the rest of the encounter with a cap. This is always active when prepared. 	3
=== Baker ===
Known for their specialty in dough, flower, and bread.
Origin: Baker
STAT REQUIREMENT:	CON +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Chocolate Factory	+5 	While mixing for alchemic mixtures to create ingredients to meals, the user has a bonus from this action's modifier. This is always active when prepared. 	1
Sweet Tooth 	+3 	The user has an improved insight roll towards sweets, their ingredients, and baking if they taste the meal. This is always active when prepared. 	1
Top-Tier Toppings	CON Technique 	When creating candy or ice-cream, the baker can add this to the description of the recipe: This meal was made by a baker, improving the presentation of the meal. If consumed, it reduces the exhaustion deduction by 1 for the rest of the IRP day but also reduces the user's CON saving rolls by 2 for the IRP day. 	1
Grainer's Wheat 	CON Technique 	When creating a baked meal that requires wheat-related ingredients, the baker can add this to the description of the recipe: This meal was baked by a baker, improving on the dough used in the recipe. The meal grants a target a +3 bonus to their next CON eating or poison resistance roll for the day. 	1
Candy Maker 	CON Technique 	When creating candy or ice-cream, the baker can add this to the description of the recipe: This meal was made by a baker, improving on the sweetness of the meal. If this meal is consumed, it improves the user's attitude, granting them a non-stackable bonus against INT saving throws for one IRP day. 	2
For Dessert 	+3 	While serving dessert, the user has an increased bonus to performance and deception. This is always active when prepared. 	2
Disguise Taste 	+3 	The user is capable of disguising the awful taste of a cannibal recipe for targets, forcing targets to not use INT DC 2 consumption realization and increasing the target's CON consumption roll with this bonus. 	2
Mutative Baking 	CON Technique 	When creating a baked recipe, the user can add this to the description of the recipe but this can only be done once per IRP week: A master baker created this meal and it was so well-made due to a somewhat rare mutation. When consumed, the user receives 15 temporary HP for the rest of the IRP day which cannot be regenerated.	3
Sweetener Embrace	+3 	When the user is around targets who consume their made dessert within 10 tiles, the user gains a bonus per person to their rolls for the round after they eat. This is always active when prepared. 	3
Sweet Sanity 	CON Technique 	When creating a baked or mixing recipe, the user can add this to the description of the recipe: Made with cybernetic users in mind by a talented chef, when consumed, the user has an increase to their sanity counter by +4 for three rounds. 	3
=== Hyper Eye ===
Utilizes the hypercube for information-based tactics, mastering many methods and technical usage.
Origin: Hyper Eye
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Motion Sensor 	None 	The user can calculate utilizing the cube's computer to detect motion within 30 tiles, pinging the location of targets for that round only. Targets prone must roll a stealth DC 8 to avoid being detected. This can only be used once per round. Costs 2 action points. 	1
Cube Cam 	None 	Set five different invisible cameras within a 20 tile vicinity from the main cube. Cannot be repeated until an encounter ends. This can also be utilized as a private video call network. Costs 2 action points. 	1
Cloaked Group 	None 	The user can 3 targets within 10 tiles from the user's cube can become invisible for three rounds. Costs 3 action points. 	1
Lifelike Copy 	None 	Send a lifelike holographic copy of the user or some random appearance to scout ahead. It acts like a character with 1 HP and record as well as retain information on what it experienced which includes weapons or verbs applied. Costs 3 action points. This copy cannot attack but can utilize the user's MVT or STR for dodging and blocking respectively. 	2
Gadget Buzz 	1d2 damage (no crit)	An information-attack which neutralizes tech within a 5 tile radius of a set camera, applying the EMP verb. This cubic camera can play direct feed of 5 tiles around the placed spot to the main cube. Cameras disappear when the cube is unequipped and destroyed with one hit. Targets must roll PER DC 20 to detect a cube. 	2
Jail Cell 	None 	If a target is prone and/or knocked out, the user can utilize the hypercube to capture the target. The target must break out by beating a STR DC 18 which will destroy the cube itself. They can only attempt to break out once per round. 	2
Cube Lift 	None 	With enough practice, the hypercube can utilize its cameras as waypoints for transmitting carried or captive entities toward it. Adding a bonus to MVT by +8 and lifting a target 20 tiles in range. The lifted target cannot do any actions while being lifted and it only takes the user's turn to move them. The lift can be countered with an attempted dodge or block roll. Costs 2 action points.	3
Double Cube Twin-Blast	2d6 damage (no crit)	The user can generate two twin blasts when utilizing two cubes at once, each enhancing the other blast to create a powerful burst onto any single target. Same range limit as the weapon. Costs 1 action point. 	3
Cube Force Shield 	None 	Creates a temporary +2 FP for the user and 4 other targets within 10 tiles in range from the user's cube. Costs 3 action points and can only be done once per encounter. 	3
=== Gunslinger ===
Dangerous individuals living by the pull of a trigger.
Origin: Gunslinger
STAT REQUIREMENT: 	PER +3 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Click, Click, BOOM!	+3 	The user cannot utilize this action if they have already dodged in a turn and if used, cannot dodge in this turn as well as the following round. When being fired upon, the user can utilize this action to fire twice to a single target or two different targets with this modifier to the attack roll. This does not work with sniper rifles and railguns. Costs 1 action point.	1
Fort Sentry 	+1 	While behind cover, the user can utilize this free reaction once per round to fire at a target that tries to shoot at them in cover with this bonus modifier. 	1
Pin Shell 	None 	If the user lands a shot to the target's torso or upper limbs, the user can chain a second guaranteed shot toward the other body part not struck amongst the two options at half the damage of the weapon's roll. This has a cooldown of two rounds. This does not work with sniper rifles or any high-tech firearms. Costs 1 action point. 	1
Disruptive Shot 	None 	As a reaction, the user can fire a disruptive shot with a bow, sniper or marksman rifle that interrupts an opponent's ongoing action, causing them to lose their concentration and/or ability wind up. Costs 1 action point the user's next turn. 	2
Bullet Holes 	+3 	Specific spots on body-parts the user has shot can be hit again with a bonus to the attack roll. This does not stack and only the most recent spot has the bonus. This is always active when prepared. 	2
Gun Spin 	None 	Spinning the Handgun or Old-gun/Lever-gun makes it difficult to read the user's next attack, negating any telegraph action against the user for the turn and giving a -3 to the counter roll. Costs 1 action point. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll. 	2
Aim Assist 	None 	While the user utilizes ranged weaponry, they can ensure their rolls never drop 5 or lower excluding critical misses (1) for attack rolls. This is always active when prepared. 	3
Yeehaw! 	+2 	If the user utilizes two actions from this technique list in one turn, they can increase their attack rolls for aiming a rifle with this action's modifier. This is always active when prepared. 	3
Highwayman 	+5 	The user gains an intensive increase in their aiming attack roll for all their actions this turn but next turn will go into stamina exhaustion level 3. This does not work with sniper rifles and railguns. This is a bonus action. 	3
=== Loot Goblin ===
They are known as pack mules, essential supporters, warehouse analysts, assistants, and hoarders.
Origin: Loot Goblin
STAT REQUIREMENT: 	STR/PER +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Warehouse Stack 	None 	The user can carry +5 more to the capacity of any equipment item in their equipment slots. This is always active when prepared. This however reduces the user's action points by 1 always. 	1
Scrapyard Junkie 	1d6 armor 	Can temporarily use scrap material to protect yourself. Can be used as a reaction. Costs 2 action points. 	1
Silent Secrets 	+1 	The user can utilize this action to sneakily steal or set a single small object onto a target. This can utilize a stealth bonus on top of its modifier. With the scavenger lifestyle perk, the user can set or steal two small objects instead. If the user is stealing currency, one handful is 5 and two being 10.	1
Barrel Cleaner 	+3 to next roll 	Utilizing this action to clean a firearm or melee weapon during turn-based increases its next attack roll only with this bonus. Cannot be done twice in the same encounter. Costs 2 action points and takes two of the user's turns to finish cleaning. 	1
Rooftop Reconnaissance	+2 	With height advantage against targets, the user has an increase in PER always. This is always active when prepared. 	2
Tactical Retreat 	+3 	If the user is retreating, two targets 5 tiles nearby will gain this bonus to their MVT escaping rolls. Costs 1 action point. 	2
Sturdy Handle 	+5 	If a target or situation tries to disarm the user's held bow, crossbow, or bolt-gun; have a bonus to the counter roll against these actions. This can be used as a reaction and can only be used once per round. 	2
Weighted Impact 	Depends 	Every filled up equipment slot is a point for this modifier which adds to the user's supporting STR push against a target which can be used as a reaction to successfully negate a MVT counter roll for a target's next counter roll. Costs 2 action points. 	3
Large Packer 	STR Technique 	The user can utilize ten technique/species slots as additional equipment slots for carrying loot as long as the user has 2 knapsacks already equipped. This is always active when prepared. With this active, the user can also ignore any MVT deductions from holding packs. 	3
Highwayman 	+5 	The user gains an intensive increase in their aiming attack roll for all their actions this turn but next turn will go into stamina exhaustion level 3. This does not work with sniper rifles and railguns. This is a bonus action. 	3
=== Courier ===
Don't underestimate a courier's mission to deliver. Whether that's your mail or your head.
Origin: Courier
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Mail Man 	+1 	The user's insight roll regarding packages, mail, delivery, caravans, and weapons is increased with this action's modifier bonus. This is always active when prepared. 	1
Envelope 	+2 	The user has a bonus to deception, persuasion, and identity theft with writing. This is always active when prepared. 	1
War Packaging 	+5 	If the user is attacked by thrice by a target in their turn, as a free reaction, the user can roll a STR grappling throw if the target is +50 lbs or less compared to the user's weight. The target will be thrown 5 tiles away and adds this action's bonus. 	1
Surprise Package 	CFT Technique 	Using x1 paper, the user can wrap anything that can be held with hands and adds this to the equipment action's description: increase its stealth or surprise bonus by +3. 	1
Distant Jogging 	HP +2 	This is a movement action that allows the user to increase the distance they can move by 10 more tiles and if they are 20 tiles away from an enemy during turn-based, they can heal HP but this health recovery cannot be done again in the same encounter. If the user is 5 HP or lower, they cannot recover HP with this action. Costs 2 action points.	2
Mine Evasion 	+3 dodging
+5 with perk	If the user sets off a trap, they have an increase to their dodging counter against it. This is always active when prepared. If the user has the monk's mindset lifestyle perk, this action has an improved roll modifier. 	2
Package Deal 	+2 	When the user dual wields, they have a bonus to their attack and utility rolls with this modifier. This is always active when prepared. 	2
The Mission Comes First	None 	While on a job, the user can utilize a free NAT 20 for technique actions once per IRP day but must spend all 3 action points in their next turn. This can only be used in turn-based encounters. 	3
Lady's Luck 	None 	Twice per encounter, the user can re-roll any dice roll excluding d10s, d12s, and d20s. 	3
Augmented Traveler 	+4 	All cybernetic equipment actions are increased with this modifier when this action is activated, lasting two rounds. This costs 3 action points. 	3
Rigged Game 	None 	No counter bonus from the mental body part but you can survive 1 fatal attack to the mental body part once per character and it knocks you unconscious. Now ain't that a kick in the head? 	3
=== Cryostasis Sleeper ===
Having awoken from a facility, returning to life and leaving behind a former era, these individuals are gifted with memories of an old life.
Origin: Cryostasis Sleeper
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Drowsy Walker 	+1 	If the user is in an exhausted turn or received the frostbite verb during the encounter, they have an additional bonus to all technique actions from this list for the rest of the encounter. 	1
Sleep Talker 	+3 	When drowsy or stunned, the user has a bonus to all rolls for the time they are in this state. This is always active when prepared. 	1
Old World Expertise 	+1 	The user has a bonus to insight rolls regarding history, religion, and technology from the era they came from. This is always active when prepared. 	1
A New World 	+4
-3 dodging & eating rolls	The user has dull survival instincts but makes up for it with incredible tech and medical ingenuity! Dodging and eating rolls are decreased for a significant bonus to INT technology usage and MED bandage usage rolls. This is always active when prepared. 	2
Life Experience 	+3 	Embracing their past knowledge, the user can pick one life experience they can utilize as an advantage from the list below. This will be set always once chosen:
* Celebrity: Once a celebrity, the user is capable of handling social situations. They can apply this action's modifier towards counter/saving CHA rolls always.
* Family: A family-oriented individual, the user is capable of adding this bonus towards raising children and countering deception rolls.
* Skill: Having been quite skilled in the past, the user can utilize this bonus towards their level 1 technique actions from any technique list prepared.	2
Analysis Comprehension 	+2 	The user increases information-gathering based equipment (hypercubes, radios, etc) more efficiently, adding this bonus to their rolls. This is always active when prepared. 	2
Linguistic & Puzzle Mastermind	None 	The user can utilize insight to figure out the linguistics of a target's language, understanding it or not and the details of a puzzle. Language applies to code as well. With this action, the user can request a target (or GM) to roll/set a PER DC to beat. If the user beats this DC, they can receive a hint, clue, or answer (if NAT 20) on understanding the language/code or puzzle. This can only be used once per target in one IRP day. Costs 2 action points during turn-based.	2
Ancient Times 	+4 	Embracing their past history, the user can pick one life experience they can utilize as an advantage from the list below. This will be set always once chosen:
* Education: The user has a bonus towards research and INT-based equipment usage.
* Warfare: When fixing equipment that are weapons, the user has a bonus to their CFT fixing rolls.
* Romance: Rolls for persuasion and attraction are improved with this bonus. 	3
Frail Health 	+6
3 self damage 	The user can spend points in HP to increase any roll excluding MED for their next roll. This can only be used twice per encounter. Costs 1 action point. 	3
Art of Negotiation 	+2 	Bonus to CHA rolls when engaging in high-stakes negotiations, securing favorable terms for their settlement, or brokering alliances. This requires concentration and lasts for two rounds with the bonus modifier. Costs 3 action points. 	3
=== Demolitionist ===
Miners, trappers, and psychopaths. They are masters of gunpowder and explosions.
Origin: Demolitionist
STAT REQUIREMENT: 	PER/CFT +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Great Trap Artist 	+3 	While setting up traps, the user can increase its stealth DC with this bonus. This is always active when prepared. 	1
Gunpowder Addict 	1d2 armor
+5 	As a free reaction once every two rounds, when the user is in the range of a weapon that ignites any type of explosion verb, the user will go prone, rolling back 3 tiles, and reduce incoming damage while also ignoring the verb effect. Upon doing this, the user temporarily improves their stealth and attack rolls for their next turn.	1
Time Bomb Reduction	None 	Thrown grenades by the user that have a timer to go off will lose this timer. This lasts the whole turn and is a bonus action. This can only be activated once every two rounds. 	1
POW-dered 	+2 	Alchemic mixing RDX powder, gunpowder alchemic mixtures, and flash mix has a bonus to rolls. This is always active when prepared. 	1
Coup De Boom 	3 damage always 	Throw four pocketed grenades at once, covering four different sections of 5x5 tiles that do a guaranteed set of damage. Costs 2 action points. 	2
Mine Field 	+3 	The user has an increase to PER spotting rolls when trying to find traps and the same bonus applies to CFT disarming rolls. This is always active when prepared. 	2
Safe Bomb Usage 	+3 to grenade carry	All grenades within the user's equipment slots have an increase in carry amount by +3. This is always active when prepared. 	2
Baseball Home Run 	None 	Catch or smack away a thrown item as a reaction which costs 1 action point in their next turn. Beat a PER DC 17 to have it land back to the target who threw it if physically possible which applies the item's guaranteed damage. This can only be aimed towards the lower limbs of a target. 	2
Nuking Nebula 	None 	All explosion verbs set off by the user has the modifier increased by 1. 	3
Frail Health 	+6
3 self damage 	The user can spend points in HP to increase any roll excluding MED for their next roll. This can only be used twice per encounter. Costs 1 action point. 	3
Explosive Dismay 	CFT Technique 	When the user crafts a grenade, update its action with this: A demolitionist expert crafted this device to have an additional, secondary explosion. On the spot, a round after the grenade explodes, it sets off another 5x5 tile burst and applies the explosion s-b verb with 2 damage applied to targets. 	3
Nail Bomb 	None 	The next Explosion S-B device used will inflict shatter-cut verb damage instead. Costs 2 action points. 	3
=== Reloader ===
Specialists in money-laundering, ammo-making, ammunitions work, and rifle assistance. Reloaders tend to become nobles.
Origin: Reloader
STAT REQUIREMENT: 	CFT +1 & MED +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Cheap Shot 	+1 	When the user is utilizing ammo as currency, they have an increase to their CHA bartering rolls. This is always active when prepared. 	1
Factory Machiner 	+2 	While utilizing machines to craft, the user has an increase to their utilization/crafting rolls. This is always active when prepared. 	1
POW-dered 	+2 	Alchemic mixing RDX powder, gunpowder alchemic mixtures, and flash mix has a bonus to rolls. This is always active when prepared. 	1
Silver Bullets 	CFT Technique 	All crafted ammo by the user has this added to its description: A reloader's hand-crafted ammo with increased damage to eldritch targets (or similar transformations), adding +2 guaranteed damage to the target. 	1
Ammo Conservation 	None 	When the user or a chosen target nearby utilizes ammo, they can regain the x1 ammo spent for that encounter. The user must select a target before an encounter starts for this to be activated. This can only be used once per IRP day. 	2
Baseball Home Run 	None 	Catch or smack away a thrown item as a reaction which costs 1 action point in their next turn. Beat a PER DC 17 to have it land back to the target who threw it if physically possible which applies the item's guaranteed damage. This can only be aimed towards the lower limbs of a target.	2
Mafia Enforcer 	+2 	If a target is intimidated by the user, all attack rolls towards the target is increased for the user during the first three rounds in turn-based combat. This is always active when prepared. Only one target can have this technique applied at a time. 	2
Little Side Effects	None 	HP reduction is reduced by 2 points from any poison, drug, steroid, and alchemic mixture taken next round. Costs 1 action point. 	2
Rifle Unclog 	None 	Beat a CFT DC 15 to unclog a PER aiming action that was 6 in roll or lower even with bonuses. This allows the user to re-roll that attack. This is always active when prepared but cannot be repeated on the same attack roll. 	2
Highwayman 	+5 	The user gains an intensive increase in their aiming attack roll for all their actions this turn but next turn will go into stamina exhaustion level 3. This does not work with sniper rifles and railguns. This is a bonus action. 	3
Bullet Fiend 	+3 	When targets 3 tiles near the user fire rifles, they gain an increase to aiming rolls when utilizing the user's crafted bullets that has a CFT Technique upgrade. This lasts 2 rounds and has a 2 round cooldown. Costs 3 action points. 	3
Deviant Rounds 	CFT Technique 	Bullets made by the user are well-made, capable of armor-piercing by adding this to the perk description: A master reloader created these rounds to pierce 1d4 or lower armor. 	3
=== Fiend ===
They can be considered insane, drug-addicts, and steroid users who enhance themselves for power.
Origin: Fiend
STAT REQUIREMENT: 	CON +3 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
High Tolerance Smoke 	+1 	The user has a consistent boost to tolerance rolls if a state of mind from a poison, drug, consumed drink/food requires them to beat a DC to keep the effect changes. This is always active when prepared. 	1
Steroid Induced 	-/+3 	When the user takes an alchemic mixture, steroid, or any other body-enhancing/poisoning effect, they have a bonus to the roll (whether to reduce to fail or succeed a DC). This is always active when prepared. 	1
Drug Deal Danger 	MED Technique 	Any alchemic mixture made by the user is enhanced with this added to its description: A drug addict mixed this well, making the mixture quite addicting to consume. The target who consumes this will have a reduced CON roll of 5. 	1
Drug High 	Cap 11
+7 all rolls	This insanity counter increases by 1 for every round the user is in a drunk or high state. When maxed, the user can activate this action as a bonus action to increase all stat rolls for two rounds. The counter then empties back to 0 after this is used. 	1
Drunk Hands 	+2 damage
1 self damage	When in a high or drunk state, the user's attack damage has a bonus but they receive additional damage when in a high or drunk state. This is always active when prepared. 	2
Disoriented Insanity 	+3 	When drunk or high, the user can increase their counter roll against telegraphing-reading attempts as well as STR-based melee attacks but receive additional 1 damage from targets who apply successful attacks while in a drunk or high state. This is always active when prepared.	2
Cracked Addictions 	+4 	The user has a bonus to CON when taking poisons. They also have an improved insight roll with the same bonus. This is always active when prepared. 	2
To Poison, To Die 	+2 	Sneaking poisons into food and drinks is increased with this modifier. This is always active when prepared. 	2
Disrespectful Attendance	None 	If the user is high or drunk, twice per round they can switch their counter roll with the attacker's attack roll (bonuses included) as a reaction which costs 1 action point their next turn. 	3
Drugged Mind 	None 	While drunk or high, the user is immune to species abilities that communicate or read the user's mind. They are also immune to eldritch fear verb, cowardly PTSD, and mental-based attacks. This lasts two rounds with a one round cooldown. Costs 1 action point. 	3
Survivor's Sale 	+3 	When selling or bartering deals for the user's cooked meals or cooking recipes created/learned, the user has an increase in said CHA trading rolls. This is always active when prepared. 	3
Warning Label 	None 	Once per IRP day, the user does not take any damage or debuffs while being drunk or high. This lasts four rounds. Costs 3 action points. 	3
=== Seafarer ===
Whether they ride winds along shifting waters or are the frightening swimmers underneath, they are the seas, lakes, and oceans.
Origin: Seafarer
STAT REQUIREMENT: 	MVT +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Diving Prep 	+1 	Use this action when diving into a liquid to increase the user's MVT when swimming for two turns with a bonus. Costs 1 action point. 	1
Pirate's Gig 	+2 	While on a job, the user has a bonus to all insight and investigation rolls related to that mission while at sea, on marine-based vehicles, and by ports. This is always active when prepared. 	1
Fisher's Net 	NTR Technique 	When capturing sea-based animals, the user can utilize this technique to instantly reign them in and bring down any NTR DC by 2. All tamed companions are marine life or amphibian have NTR DC decreased when utilizing other NTR techniques.	1
Swimmer's Tide 	+2 	While swimming, the user can increase all underwater species actions with this boost. This is always active when prepared. 	1
Lackluster Oxygen 	+3 	The user can increase their CON rolls related to holding their breath or reserving oxygen from tanks connected to a suit in low-gravity only. 	1
Drunk Hands 	+2 damage
1 self damage	When in a high or drunk state, the user's attack damage has a bonus but they receive additional damage when in a high or drunk state. This is always active when prepared. 	2
Cracked Addictions 	+4 	The user has a bonus to CON when taking poisons. They also have an improved insight roll with the same bonus. This is always active when prepared. 	2
Boarding Ship 	+3 	The user has a bonus to parkour, jumping, climbing, and dodging rolls. With the monk's mindset lifestyle perk, this action's bonus is increased. This is always active when prepared. 	2
Walk The Plank 	+2 	Countering deception and persuasion rolls while in a boat, a crew for a boat, and while at sea; this bonus applies. The user is keen on discovering mutiny and secrecy. This is always active when prepared. 	2
Boat Ride 	+2 	While driving or riding a water-based vehicle, the user has a bonus to all STR, driving, and NTR rolls. This is always active when prepared. 	2
Submarine Combatant	+1 damage 	While underwater, all attacks deal additional damage. This is always active when prepared. 	3
Chained Captives 	+2 damage
+10 attack rolls	All prepared enslaved companions deal additional damage from all PER and MVT rolls. If they are fed, they receive a bonus to attack rolls. This is always active when prepared. 	3
Survivor's Sale 	+3 	When selling or bartering deals for the user's cooked meals or cooking recipes created/learned, the user has an increase in said CHA trading rolls. This is always active when prepared. 	3
=== Farmer ===
Specialists in raising livestock, resources, and other aspects to necessities in life. Whether that's mining or even fishing.
Origin: Farmer
STAT REQUIREMENT: 	NTR +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Diving Prep 	+1 	Use this action when diving into a liquid to increase the user's MVT when swimming for two turns with a bonus. Costs 1 action point. 	1
Fisher's Net 	NTR Technique 	When capturing sea-based animals, the user can utilize this technique to instantly reign them in and bring down any NTR DC by 2. All tamed companions are marine life or amphibian have NTR DC decreased when utilizing other NTR techniques. 	1
Farmer's Expertise 	+5 	The user has a bonus to insight, NTR-related rolls, and investigation related to two of five specializations below:
* Ground Animal livestock: tracking, herding, raising, slaughtering, training, and hunting/tracking.
* Sea Animal livestock: fishing, herding, raising, slaughtering, training, and hunting/tracking.
* Mining: analyzing, collecting, directing, navigating, and cleaning.
* Plants: raising, gardening, landscaping, navigating, analyzing, and cleaning.	1
Grainer's Wheat 	CON Technique 	When creating a baked meal that requires wheat-related ingredients, the baker can add this to the description of the recipe: This meal was baked by a baker, improving on the dough used in the recipe. The meal grants a target a +3 bonus to their next CON eating or poison resistance roll for the day.	1
Farm Hand's Animal 	+1 
+3 with perk 	When the user is farming ingredients off an animal companion/kept farm animal, they gain an additional to the production item result. This is always active when prepared. If the user has the rancher lifestyle perk, the bonus is increased. 	2
Plant Splice 	+3 	While spicing plants and mixing during turn-based, the rolls related to these actions receive a bonus to succeed and is quicker. Costs 1 action point. 	2
Boat Ride 	+2 	While driving or riding a water-based vehicle, the user has a bonus to all STR, driving, and NTR rolls. This is always active when prepared. 	2
Farming Tools 	+2 	When utilizing vehicles, tools, or other related items for ingredient collection, the user has an increase to their rolls. This is always active when prepared. 	2
Valuable Tip 	Depends 	Every target currently assisted by the user with rolls during the current and previous round adds up to this action's modifier. The user can spend this bonus once as a free bonus action on any d20 roll made. This resets after the round ends. 	3
Ingredient Overstock	+2 farmed ingredient	The user gains additional ingredients atop of what they just farmed. This is always active when prepared. 	3
Weighted Impact 	Depends 	Every filled up equipment slot is a point for this modifier which adds to the user's supporting STR push against a target which can be used as a reaction to successfully negate a MVT counter roll for a target's next counter roll. Costs 2 action points. 	3
=== Game Specialist ===
Gamblers, gamers, developers, game hosts, betters, and other challengers to the art of play. Casino Vegas being the center of such people.
Origin: Game Specialist
STAT REQUIREMENT: 	INT/PER/LCK +1 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Chance Haul 	+1
+2 with perk. 	The user can utilize INT or LCK to loot crates as well as containers instead of using PER. This action's modifier bonus will be added to the roll. If the user has the scavenger lifestyle perk, this bonus is improved. This is always active when prepared. 	1
Gambled Cards 	+1 	When gambling and playing games, the user can add the LCK stat to their roll bonuses. This is always active when prepared. 	1
Quicker Hack 	+2 to dodging
-3 hacking roll	As a free reaction once per round, the user can use this technique's bonus for dodging counter rolls while also applying a quick hack with a reduced roll. With the monk's mindset lifestyle perk, the user can ignore the reduced hacking roll. Cannot be used with another reaction. 	1
Risk Taker 	None 	If the user is taking on a DC where they have negatives, the user has a chance to roll a second time twice per IRP day. This is always active when prepared. 	1
Lucky Mindset 	+5 	When it comes to countering persuasion and deception, the user has a counter bonus for CHA if its related to games, looting, or guessing. This is always active when prepared. If the user has the talkative talker lifestyle perk, the person who attempted a persuasion or deception roll against the user will be put into a level 2 mental exhaustion turn.	2
Slick Eye 	+3 	If the user beats a target's stealth roll for cheating in a minigame whether using cheat-based techniques or sneaky actions; the user has a bonus to PER for spotting such things. This is always active when prepared. 	2
Game Developer 	CFT Technique 	The user can design PDA-based minigames for participants to play. They cannot be dangerous directly to the users. This requires a GM if a group has one to approve. If this technique is used on a PDA game slot when crafting, it must be the developer studio type and allows the user to write the rules of the game along with its themes. 	2
Leg Cramp 	None 	If the user is in an exhaustion or mental exhaustion state, the user can spend an action point to reduce the deduction for all exhaustion turns chained together as well as the current exhaustion turn. Costs 1 action point. 	2
Controller Fingers	+2 	The user can increase the next stat DC for a target with this action's bonus thrice per encounter. Costs 2 action points initially and the user can choose the DCs to increase during the turn-based encounter. 	2
Tablet Kid 	+3 	When the user plays in a PDA minigame, they have an increased bonus to any stat-required roll. This only applies to specified stat required parts of the game. This is always active when prepared. 	2
Probability Placer	Depends 	This only works during turn-based combat. The user chooses a number between 2-18 for 1d20 rolls. If any target including the user lands that number, they receive one of the effects listed below that the user chooses and it will prioritize attacking rolls over counter during same-turn rolls. This costs 1 action point and lasts the entire encounter. This action can only be used once per encounter:
* The first to land on the chosen number will lose 1 HP.
* The first to land on the chosen number will gain 1 HP.
* The first to land on the chosen number will gain a bonus to the roll of +5.
* The first to land on the chosen number will have a reduced roll of -5.
* The first to land on the chosen number will receive the stun effect from the blunt verb.
* The first to land on the chosen number will be put into a level 3 mental exhaustion turn.	3
Sway Dice 	None 	When the user does any 1d6 to 3d6 roll, NAT 1s are considered 2s for three rounds when this is activated. Costs 2 action points. This can only be used once per encounter. 	3
Disassembled Drive	+5 	When utilizing hacking-based equipment whether it be CFT or INT rolling toward devices, improve the dice roll made with this bonus. Costs 3 action points. 	3
Cheat Codes 	None 	The user can shamelessly alter one dice roll in a PDA minigame twice per encounter (game), switching it with a roll the user made. This is always active when prepared. 	3