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Suit
Aye… sit, lad. Sit. Ye tracked me down, somehow, which speaks well o’ yer survival instincts an’ poorly o’ yer hobbies. An’ before ye open that eager wee mouth, aye, I heard the question. ‘Faust, am I screwed?’ Ach, boy… yer not screwed. Yer scribed, notarised, stamped, triple-filed, and archived in some chrome bastard’s vault for the next ten generations. Suits dinnae make deals, they make ledgers, an’ once yer name’s inked in one o’ theirs, ye might as well carve it on yer own tombstone.
Listen close now, ’cause I’ll no’ be repeatin’ this wisdom. Ye think demons are bad? Ha! Demons’ll offer ye fire, power, desire, aye, but they deal honest. They say ‘gimme yer soul’ and they mean yer soul. Suits? Corpos? They dinnae want yer soul, lad. They want yer life. Yer hours. Yer sleep. Yer debts. Yer friends. Yer future. Everythin’ ye’ve ever touched or ever will. A demon’ll take what ye give. A Suit’ll take what ye dinnae even know ye had.
“Ye’re imaginin’ them as bookish wee clerks in their fine ties an’ ironed shirts, aye? Lad… they’re predators. Apex hunters o’ paper an’ law. They dinnae swing swords, they swing mergers. They dinnae bleed, they declare quarterly losses. Ye ever watch a wolf take down a stag? That’s mercy compared tae the way a Suit dismantles a life. I’ve seen planets ruined because one o’ them clicked the wrong box on form seventeen-C. I’ve seen wars sparked because some VP’s intern misread a report. They’ve power, lad, real power. Institutional. Generational. The kind ye cannae stab.
An’ here’s the bit ye’ll want tae hear least. Ye cannae outrun them. Naw. I’ve outrun spirits, boy. Bargained wi’ archons. Cheated a devil’s clause so twisted it’d make yer nose bleed tryin’ tae read it. But Suits? Ye dinnae cheat Suits. Ye dinnae break their deals. Ye break yer bones tryin’ tae. They’ve got interns, analysts, lawyers, CorpSec teams, drones, data-sniffers, and accountants, gods preserve ye, accountants, laddie, the most vicious breed o’ all.
Oh, aye, I made a pact wi’ something ancient and horned, an’ I’ll regret it till my dying day, which, if the bastard gets his way, will be sometime next century. But would I sign a corpo contract?
Lad, I’d sooner sell both my kidneys tae a necromancer for parts. Demons’ll kill ye quick. Suits’ll keep ye alive just long enough tae wring every drop o’ usefulness out ye… and bill ye interest besides.
So ye ask how fucked ye are? On a scale o’ one tae Faust? Ye’re sittin’ at a strong nine. But take comfort, boy. Ye’re no’ dead. Not yet. Suits like assets that walk an’ talk. Means ye’ve time. Time tae work, tae twist, tae scurry. Maybe even time tae live, if ye’re clever an’ lucky. But mark me words, an’ mark ’em well: Never make a deal wi’ a Suit. They’re the only devils I ken who dinnae need hellfire to burn ye.
- Torque Faust, LOCATION UNKNOWN, DATE UNKNOWN.
| Rank | Job Die | Abilities |
|---|---|---|
| 1 | - | Profession/Entrepreneur (D4) |
| 2 | D4 | Disposable Income (10,000), Upgrade Job Die |
| 3 | D4 | Profession/Entrepreneur (D6), Bonus Proficiency |
| 4 | D6 | Disposable Income (40,000), Upgrade Job Die |
| 5 | D6 | Profession/Entrepreneur (D8), Bonus Proficiency, Company Car |
| 6 | D8 | Disposable Income (90,000), Upgrade Job Die |
| 7 | D8 | Profession/Entrepreneur (D10), Bonus Proficiency |
| 8 | D10 | Disposable Income (160,000), Upgrade Job Die |
| 9 | D10 | Profession/Entrepreneur (D12), Bonus Proficiency |
| 10 | D12 | Disposable Income (250,000), Upgrade Job Die, Big shot |
Starting Package
If you choose Suit as your starting Job during Character Creation, gain the following bonuses:
Health Bonus: 5
Mana Bonus: 5
Strain Bonus: 20
Proficiencies: Gain 3 Proficiencies from the following:
Initiative, Knowledge - Material, Knowledge - Social, Savvy, Sense, Socialise, Study or Swagger.
Resistances: Gain 1 Resistances from the following:
Will or Insight.
Starter_Abilities: You gain the following Ability:
Profession.
Budget: You gain 1 Budget from the following:
Frugal: Personal Budget; 25,000c. Income: 10,000c.
Lavish: Personal Budget; 50,000c. Income: 5,000c.
Ash's Aside
Suit is a unique Job in that it's choices of Budgets, and later Abilities, are quite unique. It sacrifices a Vehicular Budget for a basic Income and a little extra Personal Budget. This can be a powerful difference, especially over time but can lead to feeling left out when the other CM's are enjoying their fancy Mechs and Starfighters. This is further enhanced by the Job's Disposable Income Ability, which is also based around gaining Income, which might not come into play as equally as other Abilities, based on the narrative the GM is planning to run.
The power of Income can't be over stated but this Job is one that grows in power over time and as such, could be ill-suited, pun intended, to a shorter, more action packed narratives that may not run over multiple Cycles. As always, have a discussion with the Players, as Appropriate, if you are uncertain about the power of Income.
Starter Abilities
Profession
Every Suit has a profession - the culmination of their education, training, internships, networking, and corporate brain-washing. This isn’t just a job title; it’s a whole ecosystem of expertise, resources, and expectations. A profession reflects which Giga-Corp moulded them, what industry shaped their worldview, and what specialised training they’ve mastered. It also grants them access to broader skill sets tied to that field, along with one standout ability that reflects their corner of the corporate machine. Different professions unlock different paths, but all of them represent a Suit who has spent their entire life becoming exactly this kind of specialist.
Trait.
Choose one of the listed Professions below. It will grant one or more Primary Abilities, one or more Secondary Abilities and one or more Big Shot Abilities.
A Primary Ability is the main Ability of the chosen Profession, and will grow in power as you gain more Ranks in the Suit Job.
A Secondary Ability is a starting bonus that is only gained as part of your Starter Package. If you would [Diversify] into Suit, then you will gain the Entrepreneur Ability instead, detailed below.
A Big Shot Ability is gained should you reach Rank 10 in Suit, as detailed in the Big Shot Ability below. It is a powerful Ability, unique to your chosen Profession.
Profession - Chop Doc
Chop Docs are Suits who took the medical route, whether that means hands-on trauma care, deep-dive diagnostics, high-end research, or some hyper-specific specialty that only three people in the sector can even pronounce. Regardless of the path, they all learned to navigate the corporate medical game, a world of private clinics, gold-plated surgeries, liability waivers, and clients who pay extra to jump the line. Some genuinely want to mend the universe, sure, but plenty chase prestige, patents, and invitations to executive retreats where the cocktails cost more than a starship engine. Even the ones who’d never call themselves “Chop Docs” still earn the nickname in the field, because when things go sideways, they’re the ones holding the scalpel, the stimpack, or the miracle cure you absolutely can’t afford.
Primary:
Trait.
You gain a D4 to Checks, Attacks or Saves that are performed in a medical [Situation]. In addition, you also perform them under the effects of the Advantage Property.
Secondary:
Trait.
During Character Creation you gain Proficiency in Natural.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Charm]
- [Gene-Grafting]
- [Mechanics]
- [Pharmaceutical]
- [Extrospection]
- [Leadership]
- [Medicine]
- [Xenology]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Do No Harm:
Ritual.
You gain the following Do No Harm Ritual:
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.
Primary:
Free Action.
Once per Encounter, you may achieve Automatic Success on a pending [Knowledge] Checks or Attacks, as a Free Action. In addition, you and your Allies will gain the effects of the Advantage Property to all Checks, Attacks or Saves against, or caused by, a Target that you have used this Ability on until the end of the Encounter.
If there are multiple Appropriate Targets of the same type, the Properties apply to all of them, not just the specific Target the [Knowledge] [Skill] was used on.
Ash's Aside
This Ability, and all other successful uses of the Knowledge Skill, basically allow the players to do what some people might call “metagaming”. They are entitled to ask for exact specifics of the person or thing in question. They may even look up the rules and fully act on that information. It is not uncommon for some GM's to feel uncomfortable with this, as it feels like cheating but that is the intention of the Knowledge Skills. Knowledge is power.
That being said, the Knowledge Skills represent knowledge that can be learned from elsewhere in the universe. Therefore, undiscovered planets, plots, secret Corpo tech or other such information may not be available at universities or in databases and as such, might be [Unknown]. [Knowledge] [Skills], and thus the Primary Ability of the [Claims Agent], do not work on information that is [Unknown]. It can, usually, be discovered using the [Study] [Skill], however it may have a very high [DC]. Discovering the [Unknown] is a compelling narrative device and may appear during gameplay. It is intended for this to be a rare occurrence, and definitely should not be the standard. Have a discussion to determine what feels fair, as Appropriate.
- At Suit Rank 7 you may use this Ability an additional time per Encounter, for a total of four times. In addition, you and your Allies gain the benefits of the Exploding Property on all Checks, Attacks or Saves against, or caused by, a Target you have used this Ability on until the end of the Encounter.
- At Suit Rank 9 you may use this Ability an additional time per Encounter, for a total of five times. In addition, you and your Allies gain the benefits of the Doubles Property on all Checks, Attacks or Saves against, or caused by, a Target you have used this Ability on until the end of the Encounter.
Secondary:
During Character Creation you gain Proficiency in your choice of Initiative or Reaction.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Deception]
- [Fieldcraft]
- [Quickdraw]
- [Spycraft]
- [Extrospection]
- [Parkour]
- [Slicing]
- [Street]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: No Deductible:
Trait.
You reduce the Upkeep for you and your Allies to 0c.
In addition, you can call in clean up crews and other utility groups to cover up your activities from your Corporation or Organisation for no charge, as Appropriate.
Ash's Aside
This is a narrative Ability but a powerful one. With a voice call, you can call in any resources from your organisation that a high ranking executive could have access too. Some examples could be security forces, clean up crews, interns, assistants, labourers, personal drivers or even espionage teams. What is or is not Appropriate for you to have access too is up to you, the other Players and the stary you have told up until this point.
Profession - Chemslinger
Chemslingers sit at the junction of science and profit, where chemisty, alchemy and biology meets boardroom politics. Some wear lab coats, some wear tailored suits, and some wear hazmat gear stamped with a Giga-Corp logo, but every one of them knows how to grow, splice, brew, distill, or synthesize whatever the universe needs or fears. They can whip up miracle drugs, genetically engineered crops, performance boosters, bespoke poisons, or whole new lifeforms, sometimes before lunch. And while a few genuinely want to save lives, most are trapped in the corporate machine that turns lifesaving treatments into luxury goods and price-gouges entire sectors. The darkest among them cook up plagues in locked labs, let them simmer just long enough to create demand, then “miraculously” unveil the cure they developed months earlier. Whether they smile warmly or hide behind a respirator, Chemslingers understand one truth better than anyone: nothing moves markets like demand and nothing spikes demand like being unable to breathe.
Primary:
Trait.
Whenever a Consumable that you have [Crafted] restores Health, Strain, [Hull] or [Systems], it restores an additional D4. In addition, whenever a Consumable that you have [Crafted] deals Damage, it deals an additional D4.
Secondary:
Trait.
You can maintain 1 additional Project.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Alchemy]
- [Cultivate]
- [Intimidate]
- [Medicine]
- [Charm]
- [Explosives]
- [Mad Science]
- [Pharmaceutical]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Chem Baron:
Trait.
You may halve the Severity, rounded down, of any [Pharmaceutical], [Cultivation], [Explosives] or [Alchemy] Rituals you perform.
In addition, any time you would [Craft] a [Pharmaceutical] or [Explosives] Consumable, you craft twice the amount.
Profession - Net Support
Net Support Suits are the slick, smiling sentinels of the digital battlefield — the ones who keep the galaxy’s data flowing, breaking, leaking, or disappearing depending on whose payroll they're on. Some are humble tech grunts clearing viruses off executive tablets, others wage endless bureaucratic war against Federation AI regulations and privacy laws, insisting they're “protecting innovation” while quietly rewriting the rules behind the scenes. They see cyberspace as the last wild frontier worth taming, and they’re armed to the teeth with corporate slicing tools, telemetry rigs, intrusion suites, and proprietary software that absolutely shouldn’t exist. Whether they’re netrunners, slicers, astrogators, or just engineers who keep insisting the toaster needs another camera, they have one undeniable edge: mastery over computers. And in a galaxy where half the population has a processor sitting at the base of their skull, that’s not a skill — it’s leverage.
Primary:
Trait.
You gain a D4 to Checks, Attacks or Saves that are performed in a digital [Situation]. In addition, you perform them under the effects of the Advantage Property.
Secondary:
Trait.
During Character Creation you gain Proficiency in Tech.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- Bones
- Meditation
- Slicing
- Street
- Extrospection
- Netcraft
- Spycraft
- Telemetry
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Chief Information Officer:
You may apply your Job Die to Tech twice, including Proficiency.
In addition, you double your [R.A.M.]
Profession - Closer
Closers are the apex predators of the corporate food chain, and they don’t even bother hiding it. Their résumés might say lawyer, accountant, finance specialist, or tech entrepreneur — but that’s all window dressing. Their real talent is singular and terrifying: getting people to do things they absolutely do not want to do, and making them thank the Closer for the privilege. They don’t need numbers, laws, or spreadsheets; those are just props they wave around while steering billion-credit decisions with a handshake and a grin full of perfect, predatory teeth. Their suits are sharper than their smiles, their offices larger than small starports, and they never meet anyone they don’t instantly size up as a meal. When a Closer enters the room, deals start dying, empires start shifting, and everyone else becomes lunch… and your paying.
Primary:
Trait.
Anytime that you would deal Strain Damage in a social [Situation], you deal an additional D4 Damage. In addition, you gain this Die on Saves during social [Situations], as Appropriate.
Secondary:
During Character Creation you gain Proficiency in Socialise.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Charm]
- [Extrospection]
- [Lexiturgy]
- [Prestige]
- [Deception]
- [Intimidate]
- [Nepotism]
- [Tradecraft]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Finger Guns:
Quick Action.
You gain the Finger Guns Ability:
| Finger Guns | ||
|---|---|---|
| Quick Action | ||
| Increase Total of a Socialise Check or Attack performed in a social [Situation] by 1 for each time you have performed the [Finger Guns] Ability this Encounter. You may only perform the Finger Guns Ability while there is an Appropriate Ability pending, a single time per Roll. | ||
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.
Primary:
Trait.
You gain a D4 to Checks, Attacks or Saves in cultural [Situations]. In addition, you perform them under the effects of the Advantage Property.
Secondary:
Trait.
During Character Creation you gain Proficiency in Study.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Animism]
- [Charm]
- [Fieldcraft]
- [Wrangling]
- [Astrocraft]
- [Extrospection]
- [Netcraft]
- [Xenology]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Nothing New Under The Sun:
Trait.
You can now use [Knowledge] Checks on topics and subjects that would normally be [Unknown].
In addition, you treat all [Situations] as cultural [Situations].
Profession - Corporate Raider
Corporate Raiders are what happens when a Closer loses the charm but keeps the appetite. Once dismissed as washouts who couldn’t finesse a handshake, they’ve become some of the most feared Suits in the entire Federation. They don’t negotiate, they don’t persuade, and they sure as hell don’t sugarcoat — they walk into a boardroom, tell everyone to get fucked, and buy the entire company out from under them before security finishes checking their ID. Then comes the fun part: gutting it for parts, shorting the market, selling off assets, and flipping the ruins for twice the profit. Millions of layoffs? Entire towns erased by “urban redevelopment”? Orphanages paved over for a new corporate retreat? Ethics don’t enter the equation when you’re trading in trillions. Raiders aren’t subtle, but subtlety doesn’t make the markets scream. They do.
Primary:
Trait.
You gain a D4 to Checks, Attacks or Saves in business [Situations]. In addition, you perform them under the effects of the Advantage Property.
Secondary:
Trait.
During Character Creation you gain Proficiency in Swagger.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Deception]
- [Leadership]
- [Nepotism]
- [Steet]
- [Intimidate]
- [Lexiturgy]
- [Prestige]
- [Tradecraft]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Dump It:
Trait.
When negotiating, you can treat [Trade Goods], companies, corporations, unions as if their [Value] is half of what it actually is, rounded down.
Note: This can make it easier to buy, invest in or threaten those Trade Goods or the business and it's employees, as Appropriate.
Profession - Compliance Officer
Compliance Officers are the smiling face of corporate order — part HR rep, part ombudsman, and part heavily armed enforcer with corporate cyberware, depending on which floor of the building you meet them on. Once they worked for the Federation Council itself, to keep employees safe, mediate disputes, and uphold ethical standards across the Federation. That ship sailed into a black hole centuries ago. These days, Compliance works for the Giga-Corps themselves, not the Council, and their real job is keeping the workforce obedient, the regulations pliable, and the profits flowing. It used to be shocking to see a Troll in full Corp.Sec kit posted in the lobby of a Mammon Swarve Financial office, Flashrifle resting on his shoulder like it’s Casual Friday. Now it’s just part of the décor — reinforced glass, ferns, receptionist, private army. And the wildest part? Most folks think that’s a sign things are getting better.
Primary:
Trait.
Specify an organisation, group or company that you are a part of and loyal to. You can work with your [GM] to create one, as Appropriate, or designate one from pre-existing [Corporations].
You gain a D4 to Checks, Attacks or Damage against Targets that are actively harming or trying to harm a member of the nominated organisation. In addition, you may perform them under the effects of the Advantage Property. To gain these benefits the harm must be directed against an Ally and not yourself.
Secondary:
Trait.
During Character Creation you gain Proficiency in Coordination.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Bones]
- [Gene-Graft]
- [Meat]
- [Quickdraw]
- [Fieldcraft]
- [Ki]
- [Medicine]
- [Spycraft]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Protect The Asset:
Trait.
Anytime you add the bonus Die gained from Compliance Officer, you may add two instead.
In addition, you may apply this bonus Die to Injuries, [Malfunctions] or Panics you inflict as long as long as the target is attempting to harm a member of your nominated organisation, as per Compliance Officer.
Profession - Acquisitions
Acquisitions likes to present itself as a respectable investment wing — a team of savvy financiers swooping in to rescue under-performing assets, inject capital, and turn sinking ships into profit engines. And sometimes they even do that, mostly to keep the auditors pacified and explain unexpected profits. But behind the glossy brochures and polished presentations, these Suits take their title far more literally. They acquire things: credits, accounts, patents, prototypes, classified files, cargo crates that “fell off a shuttle,” and anything else a Giga-Corp wants but can’t be seen taking. They’re smooth-talking infiltrators with immaculate cover stories, masters of disguise, social engineering, sleight of hand, and confidence so thick it counts as armour. And sure, a few of them actually are decent investors on the side — but let’s be honest, the only returns that really matter to Acquisitions are the ones smuggled out under someone else’s nose.
Primary:
Trait.
You gain a D4 to Checks, Attacks or Saves you perform in a stealth [Situation]. In addition you may apply this Die to Checks, Attacks or Saves against, or caused by, any individual who is meeting you or your current persona for the first time and you perform them under the effects of the Advantage and Trusty Properties.
Secondary:
Trait.
During Character Creation you gain Proficiency in Savvy.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Charm]
- [Extrospection]
- [Slicing]
- [Street]
- [Deception]
- [Noetics]
- [Spycraft]
- [Tradecraft]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Nondescript:
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 Appropriate.
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.
Primary:
Quick Action
You gain the Money Talks Ability:
| Money Talks |
|---|
| Quick Action |
| Spend 100 Credits. You gain a bonus D4 to a pending Checks, Attacks or Saves against, or caused by, a [Perceived] Target that understands the concept of currency until the end of the Encounter. In addition, you may perform them under the effects of the Advantage Property. |
Secondary:
Trait.
You may ignore your and you Allies Upkeep on [D'jump Drive], [Propulsion] and [Maneuvering] [Components].
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Astrocraft]
- [Industrial]
- [Leadership]
- [Pharmaceutical]
- [Fabrication]
- [Intimidation]
- [Nepotism]
- [Tradecraft]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Federation Bail Out
Trait.
You gain 50,000,000c.
Profession - Life Coach
Life Coaches started as spiritual guides and fringe mystics, peddling enlightenment to burned-out wanderers and rich kids on soul-searching retreats. But the moment “self-actualisation” and “mindful productivity” caught on with finance bros, these gurus pivoted hard into corporate culture. Now they run sleek wellness empires with subscription plans, seminar circuits, and branded herbal supplements promising confidence, virility, or whatever else the quarterly surveys say sells. They offer sensory-deprivation rituals, mana-infused bath salts, and crystals allegedly capable of aligning chakras and genitals, all wrapped in buzzwords about synergy and inner optimisation. But their real product—the thing they charge the big credits for—is absolution. They help monsters sleep at night, whispering reassurance into the ears of people who really should know better. And the monsters pay handsomely for the privilege.
Primary:
Trait.
Your Help Action also grants a bonus D4 to the Check or Attacks. It will also restore an additional D4 Health when used to remove the [Downed] [Condition]. In addition, once per [Scene], you can perform the Help as a Quick Action. When you use the [Help] Action in this way, you can use it on an [Percieved] [Ally] up to 12 [Units] away.
- At Suit Rank 5 you Upgrade the Die to a D8. You also gain one additional use of the [Help Action] as a Quick Action per [Scene], for a total of three, and you increase the range to 36 [Units].
- At Suit Rank 7 you Upgrade the Die to a D10. You also gain one additional use of the [Help Action] as a Quick Action per [Scene], for a total of four, and you increase the range to 48 [Units].
- At Suit Rank 9 you Upgrade the Die to a D12. You also gain one additional use of the [Help Action] as a Quick Action per [Scene], for a total of five, and you increase the range to 60 [Units].
Secondary:
Trait.
During Character Creation you gain Proficiency in Sense.
In addition, gain 2 free [Mastery] Ranks, distributed among the following [Masteries] as you choose. Both Ranks may be assigned to the same [Mastery]:
- [Alchemy]
- [Co-Piloting]
- [Leadership]
- [Parasomnia]
- [Charm]
- [Extrospection]
- [Meditation]
- [Pharmaceutical]
Please Note: You can never increase a [Mastery] beyond Rank 3 during Character Creation.
Big Shot: Cult Leader:
Trait.
You start a cult or religion and seed yourself as it's leader, deity or prophet. You gain all of the benefits that are Appropriate for an individual in such a position.
Profession - Nepo-Baby
Nepo-Babies are the gilded children of the corporate aristocracy — the heirs, the hangers-on, and the lucky bastards who happened to be born near (or adjacent to) power. Some are the literal sons and daughters of empire; others just shared a dorm with someone who inherited one. They possess no remarkable skills, no specialised training, and no discernible talent beyond being born correctly or being fun to get drunk with at alumni mixers. But what they do have is access: limitless credit lines, open doors, and a galaxy full of people who’ll do them favours for reasons no one can fully explain. It’s not loyalty, it’s not debt, it’s not even respect — it’s just how the system treats its own. Sure, a few crash out when the gravy train finally derails, but most glide through life with frictionless privilege, buoyed by an endless stream of gifts, favours, and helping hands. In a universe of cutthroat capitalism, sometimes the greatest power is simply being born into the right surname.
Primary:
Trait.
You gain 40,000c.
- At Suit Rank 3 you gain an additional 160,000c
- At Suit Rank 5 you gain an additional 360,000c
- At Suit Rank 7 you gain an additional 640,000c
- At Suit Rank 9 you gain an additional 1,000,000c
Secondary:
Trait.
You gain 3 Free Ranks in the [Nepotism] Mastery.
Please Note: You can never increase a Mastery beyond Rank 3 during Character Creation.
Big Shot: Social Catalyst:
Trait.
You gain the Social Catalyst Ability:
| Social Catalyst |
|---|
| Trait |
| If a [Perceived] [Ally] is Proficient in a Skill, then you are treated as if you are also Proficient in that Skill. If you are already Proficient in that Skill then you may apply your Job Die twice. Social Catalyst can't grant Proficiency in [Initiative], [Reaction], [Swagger] or [Presence]. |
Job Abilities
Entrepreneur
Entrepreneurs are the outliers of the Suit world, the ones who clawed their way up from the street, the slums, the mines, or the merc circuit and somehow made themselves indispensable to the corporate machine. They don’t have the right diplomas, polished pedigrees, or alumni networks. What they do have is grit, improvisation, and the kind of on-the-job education you can’t buy with a billion-credit trust fund. They learned business by doing business, failing loudly, scraping by, and trying again until something finally stuck. No mentors, no safety nets, no prestigious internships, just hustle and whatever skills life threw at them along the way. Other Suits underestimate them at first, right up until the entrepreneur eats their lunch, buys their company, or steals the market out from under them with a fresh idea that actually works. They’re proof that in a universe run by Giga-Corps, you don’t need the right lineage to play the game, just the guts to start without one.
Trait.
Entrepreneur is only gained when [Diversifying] into Suit, allowing those who do to choose a Profession from the options listed in the Starter Abilities section, above.
You gain the Primary Ability from the chosen Profession but not the Secondary Abilities.
Disposable Income
Suits operate on a completely different economic tier than the rest of Spacer culture. While most crews live contract to contract — even the well-paid ones — a Suit pulls in a corporate salary large enough to make a Merc weep. They’ve got expense accounts, performance bonuses, equity packages, and “miscellaneous disbursements” that would fund a small colony. Being tied to a Giga-Corp comes with its own hazards, sure, but the money? The money is obscene. A Suit has to juggle their day job with whatever fieldwork the mission demands, yet whenever they clock back into the corporate machine, the credits flow like water. This is exactly why corporations keep Suits in the field: they’re expensive, they’re valuable, and they bring in more profit than their entire team combined. Disposable income isn’t a perk — it’s their natural environment.
Trait.
Nominate a corporation or organisation you work for. It can be one of the twelve Giga-Corps, detailed below, or you can work together with your [GM] to create a custom one that is Appropriate for the narrative. Your chosen corporation will have an agenda for you to complete and tasks they will need done, from time to time, and you, as a field asset, will be in the best position to get it done. However, doing so will often reward perks and bonuses, as Appropriate.
Here are the twelve Giga-Corps in Federation Space:
- [DynaVision United] - Where we put the D in U.
- [Orc Corp] - If it's not Orc, it's Dork!
- [Industrial Industries] - The industry leader in the Industry industry.
- [Elysian Greens] - 100% Magically Grown. Vat to Table.
- [V.M.G.] - Get Fracked or get fucked!
- [Philo's Groove] - Transmuting a Louder Tomorrow.
- [Mammon Swarve Financial] - We make greed look good!
- [BioTopia Projects Limited] - Tested on the dead, for the living!
- [Thesean Astromotive] - When we're done with it, it's basically brand new!
- [Aureate Express] - When you need it shiny, not timely!
- [Sourcery Solutions] - Your Wish, Our Command. Terms May Apply.
- [WyvernWorks Studios] - Your Childhood, Copyrighted.
In addition, you gain 10,000c [Income].
Ash's Aside
You and your [GM] should work together to make sure that your role at the company still allows your character to participate in the adventures with your party, but also creates complications from time to time. This [Abilities] power is balanced around the idea that you will have duel obligations with your party and your corporation. This can even include working from a non-corporate organisation, such as a criminal organisation, guild or group of some kind. It should be noted, however, that in the ultra-capitalist future of Meat Space, most groups are corporate, even gangs and charities.
This means that you will often be given agendas and quotas to fill by your employer, sometimes forcing you to convince to party to go a different route that you all were expecting. However, this will also come with appropriate perks. Being part of a powerful corporation has privileges, and thus the occasional problem can be solved by a quick phone call to one of your higher ups. At times, being part of the corpo machine should feel dope as hell, and other times it should be a drag. Don't be afraid to speak up to make sure y'all are hitting both vibes.
Upgrade Job Die
Trait.
You gain a Job Die. A Job Die is a Bonus Die that is added to Checks, Attacks or Saves that you are Proficient or Resistant in, respectively. Your Job Die is a D4.
If you gain an additional instance of this Ability, and you already have a Job Die, you do not gain another; it is Upgrade instead.
At Suit Rank 4, 6, 8 & 10, you gain an additional instance of this Ability.
Bonus Proficiency
Trait.
You gain an additional Proficiency. This can be Swagger, Presence, Initiative, Reaction or any Skills.
Please Note: You can select any of the above options, not just the ones listed on the Starting Package, so long as you are not already Proficiency in it.
At Suit Rank 5, 7 & 9, you gain an additional instance of this Ability.
Company Car
A Suit’s rise through the ranks becomes obvious the moment they stop arriving on foot and start pulling up in something custom-built, corporately polished, and aggressively luxurious. But the real power isn’t the vehicle itself — it’s the driver. The Company Car comes with a dedicated operator who’s part chauffeur, part executive assistant, and part chrome-plated guardian. They’re loyal, hyper-competent, and armed with every tool needed to keep the Suit alive, on schedule, and untouchable. The vehicle is a rolling status symbol, sure, but it’s also a mobile office, a panic room, and occasionally a battering ram. Together, the car and its driver form an extension of the Suit’s influence: sleek, intimidating, and always exactly where they need to be. When a Suit shows up in one of these, you’re not just seeing wealth — you’re seeing infrastructure.
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.
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 [Vehicle] has no Upkeep and can't be sold. Any repairs, as Appropriate, will be covered by your company. It can, however, be modified and customized at your expense, much like any other [Vehicle].
Big Shot
At the top of the corporate ladder, a Suit stops being a professional and becomes an institution. “Big Shot” isn’t a title — it’s a state of existence where the normal rules of labour, legality, physics, and sometimes even mortality quietly step aside. Whatever their profession, this is the moment they transcend it. A Chop Doc can drag someone back from the brink with procedures that should only exist in theory. A Corporate Raider can collapse a multibillion-credit enterprise with a single phone call and make a profit on the rubble. A Thool Tycoon can trigger a Federation bailout before the paperwork is even drafted, let alone filed. Each profession manifests this power differently, but the result is the same: they’re untouchable. Favours arrive before they’re asked for, barriers evaporate before they’re reached, and entire systems reconfigure themselves to suit their needs. At this level, the Suit doesn’t navigate the corporate world — they are one of its gravitational forces.
Trait.
You gain the [Big Shot] Ability listed under your chosen [Profession]. See your chosen [Profession] for details.
Changelog
Version 0.5 - Nov 2025
- Company Car
- Wording updated to better reflect benefits of ability.
- Chop Doc
- Do no Harm: Wording updated to better reflect benefits of ability.
- Closer
- Finger Guns
- Reworked:
- Old: Reduced target to 1 Strain.
- New: Now increases the DC of pending Social Situation Abilities when used.
- Disposable Income
- Amount gained doubled.
Version 0.5b - Dec 2025
- Wording updated.
- Life Coach Ability updated to increase the Range of the Help Action, when performed as a Quick Action.
Version 0.5c - June 2026
- Wording updated.
- Starting Proficiency list updated to include Initiative and Sense
- Lavish Budget Income increased to 5,000c from 1,000c
- Profession Secondary Ability changed to always provide 8 Mastery Options
- Profession: Chop Doc Secondary Ability can now grant free Mastery ranks in Charm and Xenology
- Profession: Claims Agent Primary Ability can now be used 1/2/3/4/5 timer per Encounter, instead of per Scene
- Profession: Claims Agent Secondary Ability can grant free Mastery ranks in Deception and Street
- Profession: Chemslinger Secondary Ability can grant free Mastery ranks in Charm and Intimidate
- Profession: Net Support Secondary Ability can grant free Mastery ranks in Bones, Street and Spycraft but no longer can grant them in Astrocraft
- Profession: Closer Primary effect wording clarified
- Profession: Closer Secondary Ability can grant free Mastery Rank in Lexiturgy and Nepotism
- Profession: Closer Big Shot Ability: Finger Guns updated to increase the Total of pending Checks and Attacks, instead of reducing the Ego and Saves
- Profession: Xeno-Archaeologist Secondary Ability can grant free Mastery ranks Netcraft and Wrangling
- Profession: Xeno-Archaeologist Big Shot Ability: Nothing New Under The Sun now also allows you to treat all Situations as Cultural Situations
- Profession: Corporate Raider Secondary Ability can grant free Mastery ranks in Deception and Street
- Profession: Compliance Officer Secondary Ability can grant free Mastery ranks in Gene-Graft and Meat
- Profession: Acquisitions Secondary Ability can grant free Mastery ranks in Extrospection, Noetics and Slicing but no longer can grant them in Prestige
- Profession: Thool Tychoon Secondary Ability can grant free Mastery ranks in Astrocraft and Nepotism
- Profession: Life Coach Secondary Ability can grant free Mastery ranks in Co-Piloting and Parasomnia
