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jobs:suit [2026/07/01 10:45] – [Profession] ms_wuntchjobs:suit [2026/07/01 12:20] (current) – [Big Shot] ms_wuntch
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   * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 3 you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the bonus [[:Game Mechanics:Definitions:Dice|Die]] to a D6 and gain the effects of the [[:Traits:Reliable]] [[:Game Mechanics:Definitions:Property]] on the [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]].   * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 3 you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the bonus [[:Game Mechanics:Definitions:Dice|Die]] to a D6 and gain the effects of the [[:Traits:Reliable]] [[:Game Mechanics:Definitions:Property]] on the [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]].
   * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 5 you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the bonus [[:Game Mechanics:Definitions:Dice|Die]] to a D8 and gain the effects of the [[:Traits:Fine]] [[:Game Mechanics:Definitions:Property]] on the [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]].   * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 5 you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the bonus [[:Game Mechanics:Definitions:Dice|Die]] to a D8 and gain the effects of the [[:Traits:Fine]] [[:Game Mechanics:Definitions:Property]] on the [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]].
-  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 7 you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the bonus [[:Game Mechanics:Definitions:Dice|Die]] to a D10 and gain the effects of the [Exploding] [[:Game Mechanics:Definitions:Property]] on the [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]].+  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 7 you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the bonus [[:Game Mechanics:Definitions:Dice|Die]] to a D10 and gain the effects of the [[:Traits:Exploding]] [[:Game Mechanics:Definitions:Property]] on the [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]].
   * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 9 you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the bonus [[:Game Mechanics:Definitions:Dice|Die]] to a D12 and gain the effects of the [[:Traits:Doubles]] [[:Game Mechanics:Definitions:Property]] on the [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]].   * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 9 you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the bonus [[:Game Mechanics:Definitions:Dice|Die]] to a D12 and gain the effects of the [[:Traits:Doubles]] [[:Game Mechanics:Definitions:Property]] on the [[:Game Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]].
 \\ \\
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 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
 \\ \\
-During [[:Character#Character Creation]] you gain [[:Game Mechanics:Proficiencies|Proficiency]] in [[:Skills#Natural]].\\+During [[:Character:Character Creation]] you gain [[:Game Mechanics:Proficiencies|Proficiency]] in [[:Skills#Natural]].\\
 \\ \\
 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * [Charm]    * [Charm] 
   * [Gene-Grafting]    * [Gene-Grafting] 
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   * [Pharmaceutical]   * [Pharmaceutical]
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * [Extrospection]   * [Extrospection]
   * [Leadership]   * [Leadership]
   * [Medicine]   * [Medicine]
   * [Xenology]   * [Xenology]
 +<WRAP column quarter>
 + 
 +</WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 **Big Shot: Do No Harm:**\\ **Big Shot: Do No Harm:**\\
 \\ \\
-[Ritual].\\+[[:Game Mechanics:Definitions:Ability:Ritual]].\\
 \\ \\
-You gain the following Do No Harm Ritual:\\ +You gain the following Do No Harm [[:Game Mechanics:Definitions:Ability:Ritual]]:\\ 
-^Do No Harm^ +<WRAP center 700px> 
-|[Natural]: 150/[[:Game Mechanics:Actions|Action]].+|< - 25% 50% 25%>| 
-|Remove an [Injury] from an [Adjacent] [Character]. This can't remove the [Chunklets] [Conditions] unless it was applied in this [Scene]. This Ritual can't remove the [Disintegrated] [Condition].|+^**Do No Harm**^^
 + [[:Skills:Natural]] [[:Game Mechanics:Definitions:Ability:Ritual]]; 150/[[:Game Mechanics:Actions:Action]]     |    
 +|Remove an [[:Game Mechanics:Injury]] from an [[:Game Mechanics:Definitions:Adjacent]] [[:Game Mechanics:Definitions:Character]]. This can't remove the [[:Game Mechanics:Conditions:Chunklettes]] [[:Game Mechanics:Conditions|Condition]] unless it was applied in this [[:Game Mechanics:Scene]]. This [[:Game Mechanics:Definitions:Ability:Ritual]] can't remove the [[:Game Mechanics:Conditions:Disintegrated]] [[:Game Mechanics:Conditions|Condition]].||| 
 +</WRAP>
 ==== Profession - Claims Agent ==== ==== Profession - Claims Agent ====
 //Claim Agents are the smiling, clipboard-holding face of corporate insurance, at least on paper. Their official job is all spreadsheets and liability tables, calculating premiums and deductibles with the cold precision of a machine. But what most don't know is that’s just the cover story. A real Claims Agent is a full-spectrum corporate operative trained to make sure their parent company never pays out a single credit more than legally unavoidable. They investigate “accidents” with the same toolkit a gentleman spy would use on a foreign minister: surveillance, infiltration, quiet sabotage, data theft, and, when the situation truly demands it, the kind of quiet removal that never makes the newsfeeds. They’ll charm a boardroom, sneak through a server farm, and dismantle a scam artist’s entire operation before lunch. Once, this kind of work was called espionage. Today? It’s just actuarial efficiency.// \\ //Claim Agents are the smiling, clipboard-holding face of corporate insurance, at least on paper. Their official job is all spreadsheets and liability tables, calculating premiums and deductibles with the cold precision of a machine. But what most don't know is that’s just the cover story. A real Claims Agent is a full-spectrum corporate operative trained to make sure their parent company never pays out a single credit more than legally unavoidable. They investigate “accidents” with the same toolkit a gentleman spy would use on a foreign minister: surveillance, infiltration, quiet sabotage, data theft, and, when the situation truly demands it, the kind of quiet removal that never makes the newsfeeds. They’ll charm a boardroom, sneak through a server farm, and dismantle a scam artist’s entire operation before lunch. Once, this kind of work was called espionage. Today? It’s just actuarial efficiency.// \\
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 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * [Deception]   * [Deception]
   * [Fieldcraft]   * [Fieldcraft]
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   * [Spycraft]   * [Spycraft]
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * [Extrospection]   * [Extrospection]
   * [Parkour]   * [Parkour]
   * [Slicing]   * [Slicing]
   * [Street]   * [Street]
 +</WRAP>
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
 \\ \\
-You can maintain 1 additional [[:Game Mechanics:Ongoing_Projects|Project]].\\+You can maintain 1 additional [[:Game Mechanics:Project]].\\
 \\ \\
 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * [Alchemy]   * [Alchemy]
   * [Cultivate]   * [Cultivate]
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   * [Medicine]   * [Medicine]
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * [Charm]   * [Charm]
   * [Explosives]   * [Explosives]
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   * [Pharmaceutical]   * [Pharmaceutical]
 </WRAP> </WRAP>
 +<WRAP column quarter>
 </WRAP> </WRAP>
 +</WRAP>
 +
 **Please Note**: You can never increase a [Mastery] beyond [[:Game Mechanics:Definitions:Rank]] 3 during [[:Character#Character Creation]].\\ **Please Note**: You can never increase a [Mastery] beyond [[:Game Mechanics:Definitions:Rank]] 3 during [[:Character#Character Creation]].\\
 \\ \\
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 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
 \\ \\
-You may halve the Severity, rounded down, of any [[:Masteries:Pharmaceutical]], [[:Masteries:Cultivation]], [[:Masteries:Explosives]] or [[:Masteries:Alchemy]] [Rituals] you perform.\\+You may halve the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]], rounded down, of any [Pharmaceutical], [Cultivation], [Explosives] or [Alchemy] [[:Game Mechanics:Definitions:Ability:Ritual|Rituals]] you perform.\\
 \\ \\
 In addition, any time you would [Craft] a [Pharmaceutical] or [Explosives] [[:Traits:Consumable]], you craft twice the amount.\\ In addition, any time you would [Craft] a [Pharmaceutical] or [Explosives] [[:Traits:Consumable]], you craft twice the amount.\\
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 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * Bones   * Bones
   * Meditation   * Meditation
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   * Street   * Street
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * Extrospection   * Extrospection
   * Netcraft   * Netcraft
   * Spycraft   * Spycraft
   * Telemetry   * Telemetry
 +</WRAP>
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * [Charm]   * [Charm]
   * [Extrospection]   * [Extrospection]
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   * [Prestige]   * [Prestige]
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * [Deception]   * [Deception]
   * [Intimidate]   * [Intimidate]
   * [Nepotism]   * [Nepotism]
   * [Tradecraft]   * [Tradecraft]
 +</WRAP>
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 [[:Game Mechanics:Actions:Quick Action]].\\ [[:Game Mechanics:Actions:Quick Action]].\\
 \\ \\
-You gain the Finger Guns Ability:\\ +You gain the **Finger Guns** [[:Game Mechanics:Definitions:Ability]]:\\ 
-^Finger Guns^ + 
-|Quick Action| +<WRAP center 700px> 
-|Increase [Total] of a [Socialise] [Check] or [Attack] performed in a social [Situation] by 1 for each time you have performed the [Finger Guns] [[:Game Mechanics:Definitions:Ability]] this [[:Game Mechanics:Encounter]]. You may only perform the [Finger Guns[[:Game Mechanics:Definitions:Ability]] while there is an [[:Game Mechanics:Definitions:Appropriate]] [[:Game Mechanics:Definitions:Ability]] pending, a single time per [Roll].|+|< - 25% 50% 25%>| 
 +^**Finger Guns**^^
 + [[:Game Mechanics:Actions:Quick Action]]  |    |    
 +|Increase [[:Game Mechanics:Dice Pool:Total]] of a [[:Skills:Socialise]] [[:Game Mechanics:Check]] or [[:Game Mechanics:Attack]] performed in a social [Situation] by 1 for each time you have performed the [Finger Guns] [[:Game Mechanics:Definitions:Ability]] this [[:Game Mechanics:Encounter]]. You may only perform the **Finger Guns** [[:Game Mechanics:Definitions:Ability]] while there is an [[:Game Mechanics:Definitions:Appropriate]] [[:Game Mechanics:Definitions:Ability]] pending, a single time per [[:Game Mechanics:Definitions:Roll]].||| 
 +</WRAP>
 ==== Profession - Xeno-Archaeologist ==== ==== Profession - Xeno-Archaeologist ====
 //Xeno-Archaeologists are the academic wing of the corporate machine — scholars who study culture, history, linguistics, and xenology, but only because someone, somewhere, can turn that knowledge into a profit margin. With tuition fees that start at a billion credits and climb from there, academia has long since stopped being noble; it’s just another luxury industry for the rich, and these Suits are its polished, hyper-educated products. Other executives scoff at them as “useless theorists” right up until their workforce tanks its morale, their customers revolt, or an acquired colony refuses to assimilate. Then suddenly the Xeno-Archaeologist is the most important person in the building, quietly explaining how to nudge a culture, reshape a narrative, or steer an entire population back into compliance — all for the low, low price of a generous “research donation.” In the end, if you want to manipulate communities instead of individuals, you don’t call a Closer. You call a Xeno-Archaeologist.// \\ //Xeno-Archaeologists are the academic wing of the corporate machine — scholars who study culture, history, linguistics, and xenology, but only because someone, somewhere, can turn that knowledge into a profit margin. With tuition fees that start at a billion credits and climb from there, academia has long since stopped being noble; it’s just another luxury industry for the rich, and these Suits are its polished, hyper-educated products. Other executives scoff at them as “useless theorists” right up until their workforce tanks its morale, their customers revolt, or an acquired colony refuses to assimilate. Then suddenly the Xeno-Archaeologist is the most important person in the building, quietly explaining how to nudge a culture, reshape a narrative, or steer an entire population back into compliance — all for the low, low price of a generous “research donation.” In the end, if you want to manipulate communities instead of individuals, you don’t call a Closer. You call a Xeno-Archaeologist.// \\
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 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * [Animism]   * [Animism]
   * [Charm]   * [Charm]
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   * [Wrangling]   * [Wrangling]
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * [Astrocraft]   * [Astrocraft]
   * [Extrospection]   * [Extrospection]
   * [Netcraft]   * [Netcraft]
   * [Xenology]   * [Xenology]
 +</WRAP>
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * [Deception]   * [Deception]
   * [Leadership]   * [Leadership]
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   * [Steet]   * [Steet]
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * [Intimidate]   * [Intimidate]
   * [Lexiturgy]   * [Lexiturgy]
   * [Prestige]   * [Prestige]
   * [Tradecraft]   * [Tradecraft]
 +</WRAP>
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * [Bones]   * [Bones]
   * [Gene-Graft]   * [Gene-Graft]
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   * [Quickdraw]   * [Quickdraw]
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * [Fieldcraft]   * [Fieldcraft]
   * [Ki]   * [Ki]
   * [Medicine]   * [Medicine]
   * [Spycraft]   * [Spycraft]
 +</WRAP>
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half+<WRAP column quarter
-  Charm +**** 
-  Extrospection +
-  Slicing +
-  Street+
 </WRAP> </WRAP>
-<WRAP column half+<WRAP column quarter
-  * Deception +  * [Charm] 
-  * Noetics +  * [Extrospection] 
-  * Spycraft +  * [Slicing] 
-  * Tradecraft+  * [Street] 
 +</WRAP> 
 +<WRAP column quarter> 
 +  * [Deception] 
 +  * [Noetics] 
 +  * [Spycraft] 
 +  * [Tradecraft
 +</WRAP> 
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
 \\ \\
-Anyone trying to recall interactions with you must perform a Will Save (DC: 10+Wits+Job Ranks) or be unable to. In addition, you are [Immune] to mind reading, scrying, [Tracking] and you don't show up in recorded footage, photographs or cameras. This [Immunity] may apply to other forms of surveillance and information gathering, as [[:Game Mechanics:Definitions:Appropriate]].+Anyone trying to recall interactions with you must perform a [Will Save(DC: 10+[Wits]+[Job Ranks]) or be unable to. In addition, you are [Immune] to mind reading, scrying, [Tracking] and you don't show up in recorded footage, photographs or cameras. This [Immunity] may apply to other forms of surveillance and information gathering, as [[:Game Mechanics:Definitions:Appropriate]].
 ==== Profession - Thool Tycoon ==== ==== Profession - Thool Tycoon ====
 //Thool Tycoons are exactly what they sound like: the kings and queens of Nyarlathocite — the volatile, impossible, reality-warping substance that makes D’jump Drives function and keeps the galaxy stitched together. They were there at the birth of interstellar capitalism, staking claims on deposits older than recorded history and building the Thool Rigs that became the backbone of every trade route, migration wave, and corporate empire since. Some inherited their fortunes, lounging atop dynasties of obscene wealth; others, especially the longer-lived among them, carved their empires out of the void firsthand. A few possess legitimate business acumen, but most don’t need to. When you’re rich on a scale that makes deities of fortune look like thrift-store mascots, talent is optional. Tycoons don’t climb ladders—they buy the ladders, pave over the factory that made them, and sell the scrap for a profit.// \\ //Thool Tycoons are exactly what they sound like: the kings and queens of Nyarlathocite — the volatile, impossible, reality-warping substance that makes D’jump Drives function and keeps the galaxy stitched together. They were there at the birth of interstellar capitalism, staking claims on deposits older than recorded history and building the Thool Rigs that became the backbone of every trade route, migration wave, and corporate empire since. Some inherited their fortunes, lounging atop dynasties of obscene wealth; others, especially the longer-lived among them, carved their empires out of the void firsthand. A few possess legitimate business acumen, but most don’t need to. When you’re rich on a scale that makes deities of fortune look like thrift-store mascots, talent is optional. Tycoons don’t climb ladders—they buy the ladders, pave over the factory that made them, and sell the scrap for a profit.// \\
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 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * [Astrocraft]   * [Astrocraft]
   * [Industrial]   * [Industrial]
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   * [Pharmaceutical]   * [Pharmaceutical]
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * [Fabrication]   * [Fabrication]
   * [Intimidation]   * [Intimidation]
   * [Nepotism]   * [Nepotism]
   * [Tradecraft]   * [Tradecraft]
 +</WRAP>
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]: In addition, gain 2 free [Mastery] [[:Game Mechanics:Definitions:Rank|Ranks]], distributed among the following [Masteries] as you choose. Both [[:Game Mechanics:Definitions:Rank|Ranks]] may be assigned to the same [Mastery]:
 <WRAP group> <WRAP group>
-<WRAP column half>+<WRAP column quarter> 
 +****  
 +</WRAP> 
 +<WRAP column quarter>
   * [Alchemy]   * [Alchemy]
   * [Co-Piloting]   * [Co-Piloting]
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   * [Parasomnia]   * [Parasomnia]
 </WRAP> </WRAP>
-<WRAP column half>+<WRAP column quarter>
   * [Charm]   * [Charm]
   * [Extrospection]   * [Extrospection]
   * [Meditation]   * [Meditation]
   * [Pharmaceutical]   * [Pharmaceutical]
 +</WRAP>
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
Line 588: Line 652:
 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
 \\ \\
-You gain the Social Catalyst Ability: +You gain the **Social Catalyst** [[:Game Mechanics:Definitions:Ability]]: 
-^Social Catalyst^ +<WRAP center 700px> 
-|Trait| +|< - 25% 50% 25%>| 
-|If a [Perceived] [Ally] is [[:Game Mechanics:Proficiencies|Proficient]] in a [[:Skills|Skill]], then you are treated as if you are also [[:Game Mechanics:Proficiencies|Proficient]] in that [[:Skills|Skill]]. If you are already [[:Game Mechanics:Proficiencies|Proficient]] in that [[:Skills|Skill]] then you may apply your [[:Game Mechanics:Definitions:Job Die]] twice. \\ \\ Social Catalyst can't grant [[:Game Mechanics:Proficiencies|Proficiency]] in [Initiative], [Reaction], [Swagger] or [Presence].|+^**Social Catalyst**^^
 +|  [[:Traits|Trait]]  |    |    
 +|If a [[:Game Mechanics:Definitions:Perceived]] [[:Game Mechanics:Definitions:Ally]] is [[:Game Mechanics:Proficiencies|Proficient]] in a [[:Skills|Skill]], then you are treated as if you are also [[:Game Mechanics:Proficiencies|Proficient]] in that [[:Skills|Skill]]. If you are already [[:Game Mechanics:Proficiencies|Proficient]] in that [[:Skills|Skill]] then you may apply your [[:Game Mechanics:Definitions:Job Die]] twice. \\ \\ **Social Catalyst** can't grant [[:Game Mechanics:Proficiencies|Proficiency]] in [Initiative], [Reaction], [Swagger] or [Presence].||| 
 +</WRAP>
 ===== Job Abilities ===== ===== Job Abilities =====
 ==== Entrepreneur ==== ==== Entrepreneur ====
Line 622: Line 689:
   * [WyvernWorks Studios] - //Your Childhood, Copyrighted.//   * [WyvernWorks Studios] - //Your Childhood, Copyrighted.//
  
-In addition, you gain 10,000c [Income].\\+In addition, you gain 10,000c [[:Game Mechanics:Definitions:Income]].\\
  
-  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 4 you gain an additional 30,000c Income (for a total of 40,000c Income).\\ +  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 4 you gain an additional 30,000c [[:Game Mechanics:Definitions:Income]] (for a total of 40,000c [[:Game Mechanics:Definitions:Income]]).\\ 
-  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 6 you gain an additional 50,000c Income (for a total of 90,000c Income).\\ +  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 6 you gain an additional 50,000c [[:Game Mechanics:Definitions:Income]] (for a total of 90,000c [[:Game Mechanics:Definitions:Income]]).\\ 
-  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 8 you gain an additional 70,000c Income (for a total of 160,000c Income).\\ +  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 8 you gain an additional 70,000c [[:Game Mechanics:Definitions:Income]] (for a total of 160,000c [[:Game Mechanics:Definitions:Income]]).\\ 
-  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 10 you gain an additional 90,000c Income (for a total of 250,000c Income).+  * At [[:Jobs:Suit#Suit|Suit]] [[:Game Mechanics:Definitions:Rank]] 10 you gain an additional 90,000c [[:Game Mechanics:Definitions:Income]] (for a total of 250,000c [[:Game Mechanics:Definitions:Income]]).
  
 <WRAP Notice> **Ash's Aside** \\ <WRAP Notice> **Ash's Aside** \\
Line 657: Line 724:
 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
 \\ \\
-You gain a [Vehicle], worth 1,000,000c in [Value]. This [Vehicle] also comes with a talented and loyal personal driver. Work together with your [GM] to generate an [NPC], with roughly half of your [EXP] who will act as your loyal driver, valet, aide or assistant.\\+You gain a [Vehicle], worth 1,000,000c in [[:Game Mechanics:Definitions:Value]]. This [Vehicle] also comes with a talented and loyal personal driver. Work together with your [[:Game Mechanics:Definitions:Game Master|GM]] to generate an [[:Game Mechanics:Definitions:Non-Cast Characters|NCC]], with roughly half of your [[:Game Mechanics:Definitions:Experience|EXP]] who will act as your loyal driver, valet, aide or assistant.\\
 \\ \\
-This [NPC] is a living character in the narrative and will have wants and needs, much like any other character. This relationship will need to be maintained, much like any other, or else they may not remain loyal forever.\\+This [[:Game Mechanics:Definitions:Non-Cast Characters|NCC]] is a living character in the narrative and will have wants and needs, much like any other character. This relationship will need to be maintained, much like any other, or else they may not remain loyal forever.\\
 \\ \\
 This [Vehicle] has no [[:Game Mechanics:Definitions:Upkeep]] and can't be sold. Any repairs, as [[:Game Mechanics:Definitions:Appropriate]], will be covered by your company. It can, however, be modified and customized at your expense, much like any other [Vehicle].\\ This [Vehicle] has no [[:Game Mechanics:Definitions:Upkeep]] and can't be sold. Any repairs, as [[:Game Mechanics:Definitions:Appropriate]], will be covered by your company. It can, however, be modified and customized at your expense, much like any other [Vehicle].\\
Line 667: Line 734:
 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
 \\ \\
-You gain the [Big Shot[[:Game Mechanics:Definitions:Ability]] listed under your chosen [Profession]. See your chosen [Profession] for details.+You gain the **Big Shot** [[:Game Mechanics:Definitions:Ability]] listed under your chosen [[:Jobs:Suit#Profession]]. See your chosen [[:Jobs:Suit#Profession]] for details.
  
 ===== Changelog ===== ===== Changelog =====