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jobs:zerk [2026/06/28 19:24] – [Affinity: Feral] ms_ashjobs:zerk [2026/07/01 13:51] (current) – [Biological Monstrosity] ms_wuntch
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 \\ \\
 You must choose 1 of the following [[:Jobs:Zerk#Environmental Affinity|Environmental Affinities]] for your [[:Jobs:Zerk#Zerk]], you then gain the listed features and <wrap preview>[[:Game Mechanics:Definitions:Ability|Abilities]]</wrap>:\\ You must choose 1 of the following [[:Jobs:Zerk#Environmental Affinity|Environmental Affinities]] for your [[:Jobs:Zerk#Zerk]], you then gain the listed features and <wrap preview>[[:Game Mechanics:Definitions:Ability|Abilities]]</wrap>:\\
-==== AffinityAstral Protector ====+==== Affinity Astral Protector ====
 //The Astral Protector affinity represents the oldest known expression of the Zerk, emerging from tribal and magically aligned cultures where land, spirit, and survival are inseparable. Their fury is not purely personal, but drawn from wronged ancestors, protective entities, or an internalised mandate to defend territory, people, or ecological law. Among all Zerks, Astral Protectors are the most mystic, channeling raw arcane force through martial action in ways most Spacers would consider impossible without extensive augmentation. Some remain so deeply embedded in non-industrial regions that they reject Federation cyberware entirely, so-called luddites, relying instead on the authority of the land and the certainty of their own strength.// \\ //The Astral Protector affinity represents the oldest known expression of the Zerk, emerging from tribal and magically aligned cultures where land, spirit, and survival are inseparable. Their fury is not purely personal, but drawn from wronged ancestors, protective entities, or an internalised mandate to defend territory, people, or ecological law. Among all Zerks, Astral Protectors are the most mystic, channeling raw arcane force through martial action in ways most Spacers would consider impossible without extensive augmentation. Some remain so deeply embedded in non-industrial regions that they reject Federation cyberware entirely, so-called luddites, relying instead on the authority of the land and the certainty of their own strength.// \\
 \\ \\
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   * You gain 1 free [[:Game Mechanics:Definitions:Rank]] in one of the following [[:Masteries]]:   * You gain 1 free [[:Game Mechanics:Definitions:Rank]] in one of the following [[:Masteries]]:
 <WRAP group> <WRAP group>
-<WRAP column half+<WRAP column quarter
- - [Animism]\\ +****
- - [Elementalism]\\ +
- - [Meditation]\\ +
- - [Parasomnia]\\+
 </WRAP> </WRAP>
-<WRAP column half+<WRAP column quarter
- [Cultivation]\\ +  * [Animism] 
- [Fieldcraft]\\ +  * [Elementalism] 
- [Noetics]\\ +  * [Meditation] 
- [Wrangling]\\+  * [Parasomnia] 
 +</WRAP> 
 +<WRAP column quarter> 
 +  * [Cultivation] 
 +  [Fieldcraft] 
 +  [Noetics] 
 +  [Wrangling] 
 +</WRAP> 
 +<WRAP column quarter> 
 + 
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 \\ \\
 **Please Note**: A [[:Masteries|Mastery]] may never be increased above [[:Game Mechanics:Definitions:Rank]] 3 during [[:Character:Character Creation]]. **Please Note**: A [[:Masteries|Mastery]] may never be increased above [[:Game Mechanics:Definitions:Rank]] 3 during [[:Character:Character Creation]].
-==== AffinityGrinder ====+==== Affinity Grinder ====
 //The Grinder affinity emerges from scrap worlds, astromotive hubs, and shipping stations where survival means mastering metal, motion, and neglect. Raised among underslung tubes, live rigging, and drifting wreckage, many Grinders grew up welding before they could read and fighting pests in pressurised piping as a matter of routine. Though their environments are artificial, they are no less territory and a Grinder knows every vibration, choke point, and structural weakness by instinct. They may trade wilderness lore for technical brutality, but no one questions the choice when a chainsaw comes screaming out of the dark and ends the problem permanently.// \\ //The Grinder affinity emerges from scrap worlds, astromotive hubs, and shipping stations where survival means mastering metal, motion, and neglect. Raised among underslung tubes, live rigging, and drifting wreckage, many Grinders grew up welding before they could read and fighting pests in pressurised piping as a matter of routine. Though their environments are artificial, they are no less territory and a Grinder knows every vibration, choke point, and structural weakness by instinct. They may trade wilderness lore for technical brutality, but no one questions the choice when a chainsaw comes screaming out of the dark and ends the problem permanently.// \\
 \\ \\
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   * You gain 1 free [[:Game Mechanics:Definitions:Rank]] in one of the following [[:Masteries]]:   * You gain 1 free [[:Game Mechanics:Definitions:Rank]] in one of the following [[:Masteries]]:
 <WRAP group> <WRAP group>
-<WRAP column half+<WRAP column quarter
- - [Explosives]\\ +**** 
- - [Fabrication]\\+
 </WRAP> </WRAP>
-<WRAP column half+<WRAP column quarter
- [Industrial]\\ +  * [Explosives] 
- [Mechanics]\\+  * [Fabrication] 
 +</WRAP> 
 +<WRAP column quarter> 
 +  * [Industrial] 
 +  [Mechanics] 
 +</WRAP> 
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 \\ \\
 **Please Note**: A [[:Masteries|Mastery]] may never be increased above [[:Game Mechanics:Definitions:Rank]] 3 during [[:Character:Character Creation]]. **Please Note**: A [[:Masteries|Mastery]] may never be increased above [[:Game Mechanics:Definitions:Rank]] 3 during [[:Character:Character Creation]].
-==== AffinityGang ====+==== Affinity Gang ====
 //The Gang Zerk is born at the bottom of the economic stack, in districts where poverty is engineered, opportunity is rationed, and corporate neglect is the default condition. In these environments, crime is not rebellion or thrill-seeking, it is logistics, it is food, it is rent, and it is survival, and Gang Zerks are shaped early into instruments that keep families alive when systems refuse to. Big even as children, they are absorbed into gangs or disposable corporate crews as enforcers, learning the invisible map of power: who owns the street, which laws are performative, and why Fed. Sec. only arrives after the damage is done. They understand pressure better than paperwork, and when corporations or rivals threaten what little they have, a Gang Zerk answers the only way the world ever taught them, by flooding their system with combat stims and reducing the problem to bone, blood, and silence.// \\ //The Gang Zerk is born at the bottom of the economic stack, in districts where poverty is engineered, opportunity is rationed, and corporate neglect is the default condition. In these environments, crime is not rebellion or thrill-seeking, it is logistics, it is food, it is rent, and it is survival, and Gang Zerks are shaped early into instruments that keep families alive when systems refuse to. Big even as children, they are absorbed into gangs or disposable corporate crews as enforcers, learning the invisible map of power: who owns the street, which laws are performative, and why Fed. Sec. only arrives after the damage is done. They understand pressure better than paperwork, and when corporations or rivals threaten what little they have, a Gang Zerk answers the only way the world ever taught them, by flooding their system with combat stims and reducing the problem to bone, blood, and silence.// \\
 \\ \\
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   *  You gain 1 free [[:Game Mechanics:Definitions:Rank]] in one of the following [[:Masteries]]: [Thievery], [Stealth], [Intimidate] or [Prestige].   *  You gain 1 free [[:Game Mechanics:Definitions:Rank]] in one of the following [[:Masteries]]: [Thievery], [Stealth], [Intimidate] or [Prestige].
 <WRAP group> <WRAP group>
-<WRAP column half+<WRAP column quarter
- - [Intimidate]\\ +**** 
- - [Spycraft]\\+
 </WRAP> </WRAP>
-<WRAP column half+<WRAP column quarter
- [Prestige]\\ +  * [Intimidate] 
- [Street]\\+  * [Spycraft] 
 +</WRAP> 
 +<WRAP column quarter> 
 +  * [Prestige] 
 +  [Street] 
 +</WRAP> 
 +<WRAP column quarter>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
 **Please Note**: A <wrap preview>[[:Masteries|Mastery]]</wrap> may never be increased above <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 3 during [Character Creation]. **Please Note**: A <wrap preview>[[:Masteries|Mastery]]</wrap> may never be increased above <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 3 during [Character Creation].
-==== AffinityFeral ====+==== Affinity Feral ====
 //The Feral Zerk affinity emerges from deep wilderness zones where civilisation fails and only instinct, strength, and adaptation endure. Raised closer to animals than people, Feral Zerks become apex predators of their environments — towering, physically overwhelming figures with an unmatched understanding of terrain, fauna, and the unspoken laws that govern the wild. They are the most brutal of the Zerks, yet sometimes among the most curious, observing, learning, and adapting with a predator’s intelligence rather than blind rage. Many are luddites with no cyberware at all, having no need for it when the jungle itself has already finished shaping them.// \\ //The Feral Zerk affinity emerges from deep wilderness zones where civilisation fails and only instinct, strength, and adaptation endure. Raised closer to animals than people, Feral Zerks become apex predators of their environments — towering, physically overwhelming figures with an unmatched understanding of terrain, fauna, and the unspoken laws that govern the wild. They are the most brutal of the Zerks, yet sometimes among the most curious, observing, learning, and adapting with a predator’s intelligence rather than blind rage. Many are luddites with no cyberware at all, having no need for it when the jungle itself has already finished shaping them.// \\
 \\ \\
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 \\ \\
 **Please Note**: A [[:Masteries|Mastery]] may never be increased above [[:Game Mechanics:Definitions:Rank]] 3 during [[:Character:Character Creation]]. **Please Note**: A [[:Masteries|Mastery]] may never be increased above [[:Game Mechanics:Definitions:Rank]] 3 during [[:Character:Character Creation]].
-==== AffinitySavant ====+==== Affinity Savant ====
 //The Savant affinity is a rare and unsettling expression of the Zerk, emerging from academic enclaves and high-status worlds where intellect and privilege intersect with unchecked physicality. Often the largest presence in elite schools or social circles, Savants learn early that brilliance carries weight when backed by intimidation, and their rage manifests not as blind fury but as explosive, hyper-focused cognition. Unlike other Zerks, a Savant can continue to reason while raging—shouting at equations, tearing apart flawed models, and forcing reality to reconcile with their conclusions. They may be heavier on theory than practice, but if pressed to show their working, they are perfectly capable of doing so with a pencil through your skull.// \\ //The Savant affinity is a rare and unsettling expression of the Zerk, emerging from academic enclaves and high-status worlds where intellect and privilege intersect with unchecked physicality. Often the largest presence in elite schools or social circles, Savants learn early that brilliance carries weight when backed by intimidation, and their rage manifests not as blind fury but as explosive, hyper-focused cognition. Unlike other Zerks, a Savant can continue to reason while raging—shouting at equations, tearing apart flawed models, and forcing reality to reconcile with their conclusions. They may be heavier on theory than practice, but if pressed to show their working, they are perfectly capable of doing so with a pencil through your skull.// \\
 \\ \\
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   *  Replace the [[Zerk#Rage]] <wrap preview>[[:Game_Mechanics:Definitions:Ability]]</wrap> with the following [[Zerk#Nerd Rage]] <wrap preview>[[:Game_Mechanics:Definitions:Ability]]</wrap>:\\   *  Replace the [[Zerk#Rage]] <wrap preview>[[:Game_Mechanics:Definitions:Ability]]</wrap> with the following [[Zerk#Nerd Rage]] <wrap preview>[[:Game_Mechanics:Definitions:Ability]]</wrap>:\\
 \\ \\
-<WRAP center 800px> 
 <WRAP centeralign> <WRAP centeralign>
 === Nerd Rage === === Nerd Rage ===
 </WRAP> </WRAP>
-^**Nerd Rage**^ +<WRAP center 700px> 
-|<wrap preview>[[:Game_Mechanics:Actions:Quick Action]]</wrap>+|< - 25% 50% 25%>| 
-| You start raging until the end of the <wrap preview>[[:Game_Mechanics:Encounter]]</wrap>. \\ You may stop raging by performing <wrap preview>[[:Base Actions:Deep Breath]]</wrap> <wrap preview>[[:Game_Mechanics:Actions:Double Action]]</wrap>. \\ While raging, you gains the effects of the <wrap preview>[[:Traits:Stubborn]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Ability]]</wrap>. \\ While raging, you perform all <wrap preview>[[:Ratings:Insight Save|Insight Saves]]</wrap> under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>.|+^**Nerd Rage**^^
 + [[:Game_Mechanics:Actions:Quick Action]]     |    
 +|You start raging until the end of the <wrap preview>[[:Game_Mechanics:Encounter]]</wrap>. \\ Any time you perform a [[:Basic Abilities:Deep Breath]] [[:Game Mechanics:Actions:Double Action]], your [[:Jobs:Zerk#Rage]] ends. \\ While raging, you gains the effects of the <wrap preview>[[:Traits:Stubborn]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Ability]]</wrap>. \\ While raging, you perform all <wrap preview>[[:Ratings:Insight Save|Insight Saves]]</wrap> under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>.|||
 </WRAP> </WRAP>
 \\ \\
-  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 1, your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] is D4. You add your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to any <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap> you are <wrap preview>[[:Game Mechanics:Proficiencies|Proficient]]</wrap> in while raging.  In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap>, you also gain the benefits of the <wrap preview>[[:Game Mechanics:Definitions:Property:Advantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>+  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 1, your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] is D4. You add your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to any <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attack]]</wrap> you are <wrap preview>[[:Game Mechanics:Proficiencies|Proficient]]</wrap> in while raging.  In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap>, you also gain the benefits of the <wrap preview>[[:Game Mechanics:Definitions:Property:Advantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>
-  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 3, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to D6. In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap>, you also gain the benefits of the <wrap preview>[[:Traits:Reliable]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>+  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 3, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to D6. In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attack]]</wrap>, you also gain the benefits of the <wrap preview>[[:Traits:Reliable]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>
-  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 5, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to D8. In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap>, you also gain the benefits of the <wrap preview>[[Traits:Fine]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>+  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 5, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to D8. In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attack]]</wrap>, you also gain the benefits of the <wrap preview>[[Traits:Fine]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>
-  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 7, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to D10. In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap>, you also gain the benefits of the <wrap preview>[[Traits:Exploding]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>+  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 7, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to D10. In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attack]]</wrap>, you also gain the benefits of the <wrap preview>[[Traits:Exploding]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>
-  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 9, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to D12. In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attacks|Attack]]</wrap>, you also gain the benefits of the <wrap preview>[[Traits:Doubles]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>+  *  At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 9, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to D12. In addition, whenever you apply your [[:Jobs:Zerk#Nerd Rage|Nerd Rage Die]] to a <wrap preview>[[:Game Mechanics:Check]]</wrap> or <wrap preview>[[:Game Mechanics:Attack]]</wrap>, you also gain the benefits of the <wrap preview>[[Traits:Doubles]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>
-==== AffinityChill ====+==== Affinity Chill ====
 //The Chill Zerk affinity belongs to the gentle giants: enormous, easy-going figures who move through life with surfer confidence, gym-bro charm, and an almost supernatural luck. They aren’t thinkers or planners — most peak somewhere between hanging ten and beer pong — but the universe seems to accommodate them anyway, doors opening and problems resolving without much effort. Their rage is real, just rare, and when it finally surfaces the shock is part of the impact: a calm, smiling mountain suddenly deciding something is no longer acceptable. Most people are happy to see a Chill Zerk at the party — right up until they tear the guy cheating at Tarot in half and calmly go back to their drink.// \\ //The Chill Zerk affinity belongs to the gentle giants: enormous, easy-going figures who move through life with surfer confidence, gym-bro charm, and an almost supernatural luck. They aren’t thinkers or planners — most peak somewhere between hanging ten and beer pong — but the universe seems to accommodate them anyway, doors opening and problems resolving without much effort. Their rage is real, just rare, and when it finally surfaces the shock is part of the impact: a calm, smiling mountain suddenly deciding something is no longer acceptable. Most people are happy to see a Chill Zerk at the party — right up until they tear the guy cheating at Tarot in half and calmly go back to their drink.// \\
 \\ \\
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 You gain the [[:Jobs:Zerk#Rage]] <wrap preview>[[:Game Mechanics:Actions:Quick Action]]</wrap>:\\ You gain the [[:Jobs:Zerk#Rage]] <wrap preview>[[:Game Mechanics:Actions:Quick Action]]</wrap>:\\
 \\ \\
-<WRAP center 800px+<WRAP center 700px> 
- Rage  +|< - 25% 50% 25%>| 
-|<wrap preview>[[:Game Mechanics:Actions:Quick Action]]</wrap>+^**Rage**^^
-|You start raging until the end of the <wrap preview>[[:Game_Mechanics:Encounter]]</wrap>. \\ You may stop raging by performing <wrap preview>[[:Base_Actions:Deep_Breath]]</wrap> <wrap preview>[[:Game_Mechanics:Actions:Double Action]]</wrap>.\\ While raging, you gain the effects of the <wrap preview>[[:Traits:Stubborn]]</wrap> <wrap preview>[[:Game_Mechanics:Definitions:Ability]]</wrap>. \\ While raging, you perform <wrap preview>[[:Game Mechanics:Multitasking]]</wrap> <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap> under the effects of the <wrap preview>[[:Game_Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>.|+ [[:Game Mechanics:Actions:Quick Action]]     |    
 +|You start raging until the end of the [[:Game_Mechanics:Encounter]]. \\ Any time you perform a [[:Basic Abilities:Deep Breath]] [[:Game_Mechanics:Actions:Double Action]], your [[:Jobs:Zerk#Rage]] ends.\\ While raging, you gain the effects of the [[:Traits:Stubborn]] [[:Game_Mechanics:Definitions:Ability]]. \\ While raging, you perform [[:Game Mechanics:Multitasking]] [[:Game Mechanics:Save|Saves]] under the effects of the [[:Game_Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]].|||
 </WRAP> </WRAP>
 \\ \\
   * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 1, your [[:Jobs:Zerk#Rage|Rage Die]] is D4. You add your [[:Jobs:Zerk#Rage|Rage Die]] to any <wrap preview>[[:Game Mechanics:Damage:Meat Damage|Meat]]</wrap> or <wrap preview>[[:Game Mechanics:Damage:Magic Damage|Magic]]</wrap> <wrap preview>[[:Game Mechanics:Damage]]</wrap> you deal while raging.   * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 1, your [[:Jobs:Zerk#Rage|Rage Die]] is D4. You add your [[:Jobs:Zerk#Rage|Rage Die]] to any <wrap preview>[[:Game Mechanics:Damage:Meat Damage|Meat]]</wrap> or <wrap preview>[[:Game Mechanics:Damage:Magic Damage|Magic]]</wrap> <wrap preview>[[:Game Mechanics:Damage]]</wrap> you deal while raging.
   * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 3, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Rage|Rage Die]] to D6. You also add your [[:Jobs:Zerk#Rage|Rage Die]] to <wrap preview>[[:Skills:Athletics]]</wrap> and <wrap preview>[[:Skills:Coordination]]</wrap> <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap> you perform while raging.   * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 3, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Rage|Rage Die]] to D6. You also add your [[:Jobs:Zerk#Rage|Rage Die]] to <wrap preview>[[:Skills:Athletics]]</wrap> and <wrap preview>[[:Skills:Coordination]]</wrap> <wrap preview>[[:Game Mechanics:Check|Checks]]</wrap> you perform while raging.
-  * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 5, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Rage|Rage Die]] to D8. You also add your [[:Jobs:Zerk#Rage|Rage Die]] to <wrap preview>[[:Skills:Athletics]]</wrap> and <wrap preview>[[:Skills:Coordination]]</wrap> <wrap preview>[[:Game_Mechanics:Attacks]]</wrap> you perform while raging.+  * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 5, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Rage|Rage Die]] to D8. You also add your [[:Jobs:Zerk#Rage|Rage Die]] to <wrap preview>[[:Skills:Athletics]]</wrap> and <wrap preview>[[:Skills:Coordination]]</wrap> <wrap preview>[[:Game_Mechanics:Attack|Attacks]]</wrap> you perform while raging.
   * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 7, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Rage|Rage Die]] to D10. You also add your [[:Jobs:Zerk#Rage|Rage Die]] to <wrap preview>[[:Ratings:Fortitude_Save|Fortitude]]</wrap> and <wrap preview>[[:Ratings:Reflex_Save|Reflex]]</wrap> <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap> you perform while raging.   * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 7, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Rage|Rage Die]] to D10. You also add your [[:Jobs:Zerk#Rage|Rage Die]] to <wrap preview>[[:Ratings:Fortitude_Save|Fortitude]]</wrap> and <wrap preview>[[:Ratings:Reflex_Save|Reflex]]</wrap> <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap> you perform while raging.
   * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 9, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Rage|Rage Die]] to D12. At the start of your [Turn], while raging, you roll your [[:Jobs:Zerk#Rage|Rage Die]]. You restore <wrap preview>[[:Ratings:Health]]</wrap> equal to the <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> of your [[:Jobs:Zerk#Rage|Rage Die]].   * At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 9, <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]]</wrap> your [[:Jobs:Zerk#Rage|Rage Die]] to D12. At the start of your [Turn], while raging, you roll your [[:Jobs:Zerk#Rage|Rage Die]]. You restore <wrap preview>[[:Ratings:Health]]</wrap> equal to the <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> of your [[:Jobs:Zerk#Rage|Rage Die]].
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 At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank|Ranks]]</wrap> 4, 6 , 8 and 10 you gain an additional 2 <wrap preview>[[:Game Mechanics:Damage Mitigation:Supernatural Armour]]</wrap> for a total of 4, 6, 8 and 10, respectively. At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank|Ranks]]</wrap> 4, 6 , 8 and 10 you gain an additional 2 <wrap preview>[[:Game Mechanics:Damage Mitigation:Supernatural Armour]]</wrap> for a total of 4, 6, 8 and 10, respectively.
 ==== Upgrade Job Die ==== ==== Upgrade Job Die ====
-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
 \\ \\
-You gain a <wrap preview>[[:Game Mechanics:Definitions:Job Die]]</wrap>. A <wrap preview>[[:Game Mechanics:Definitions:Job Die]]</wrap> is a <wrap preview>[[Game Mechanics:Bonus Die]]</wrap> that is added to <wrap preview>[[:Game_Mechanics:Check|Checks]]</wrap> and <wrap preview>[[:Game_Mechanics:Attacks]]</wrap> or <wrap preview>[[:Game_Mechanics:Save|Saves]]</wrap> that you are <wrap preview>[[:Game Mechanics:Proficiencies|Proficient]]</wrap> or <wrap preview>[[:Game Mechanics:Resistances|Resistant]]</wrap> in, respectively. Your <wrap preview>[[:Game Mechanics:Definitions:Job Die]]</wrap> is a D4.\\+You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]][[Game Mechanics:Attack|Attacks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\
 \\ \\
-If you gain an additional instance of this <wrap preview>[[:Game Mechanics:Definitions:Ability]]</wrap>, and you already have a <wrap preview>[[:Game Mechanics:Definitions:Job Die]]</wrap>, you do not gain another; it is <wrap preview>[[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgraded]]</wrap> instead.\\+If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade]] instead.\\
 \\ \\
-At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 4, 6, 8 & 10, you gain an additional instance of this <wrap preview>[[:Game Mechanics:Definitions:Ability]]</wrap>. +At [[:Jobs:Zerk#Zerk]] rank 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]].
 ==== Bonus Proficiency ==== ==== Bonus Proficiency ====
-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
 \\ \\
-You gain an additional <wrap preview>[[:Game Mechanics:Proficiencies|Proficiency]]</wrap>. This can be <wrap preview>[[:Ratings:Swagger]]</wrap><wrap preview>[[:Ratings:Presence]]</wrap><wrap preview>[[:Ratings:Initiative]]</wrap><wrap preview>[[:Ratings:Reaction]]</wrap> or any <wrap preview>[[:Skills]]</wrap>.\\+You gain an additional [[:Game Mechanics:Proficiencies|Proficiency]]. This can be [[:Ratings:Swagger]], [[Ratings:Presence]], [[Ratings:Initiative]], [[Ratings:Reaction]] or any [[:Skills]].\\
 \\ \\
-**Please Note**: You can select any of the above options, not just the ones listed in your <wrap preview>[[:Jobs|Job's]]</wrap> [[:Jobs:Zerk#Starting Package]], so long as you are not already <wrap preview>[[:Game Mechanics:Proficiencies|Proficient]]</wrap> in it.\\+**Please Note**: You can select any of the above options, not just the ones listed on the [[:Jobs:Ace#Starting Package]], so long as you are not already [[:Game Mechanics:Proficiencies|Proficiency]] in it.\\
 \\ \\
-At [[:Jobs:Zerk#Zerk|Zerk]] <wrap preview>[[:Game Mechanics:Definitions:Rank]]</wrap> 5, 7 & 9, you gain an additional instance of this <wrap preview>[[:Game Mechanics:Definitions:Ability]]</wrap>.+At [[:Jobs:Zerk#Zerk]] rank 5, 7 & 9, you gain an additional instance of this [[:Game Mechanics:Definitions:Ability]].
  
 ==== Brutality ==== ==== Brutality ====
 //Veteran Zerks don’t fight — they end things. Every swing carries the weight of a lifetime spent surviving places that eat lesser beings whole. When one of these grizzled monsters hits you, it isn’t just strength — it’s certainty. Their bodies know how to kill the way lungs know how to breathe. Scars map their skin like warning signs, and even before they move, something primal in you starts calculating escape routes. They’ve been shot, burned, spaced, and crushed, and they wear it all like proof that dying simply doesn’t take. Facing a Zerk with years behind them isn’t about having a plan or a big gun; it’s about ignoring the part of your nervous system that’s screaming "fucking run!"// \\ //Veteran Zerks don’t fight — they end things. Every swing carries the weight of a lifetime spent surviving places that eat lesser beings whole. When one of these grizzled monsters hits you, it isn’t just strength — it’s certainty. Their bodies know how to kill the way lungs know how to breathe. Scars map their skin like warning signs, and even before they move, something primal in you starts calculating escape routes. They’ve been shot, burned, spaced, and crushed, and they wear it all like proof that dying simply doesn’t take. Facing a Zerk with years behind them isn’t about having a plan or a big gun; it’s about ignoring the part of your nervous system that’s screaming "fucking run!"// \\
 \\ \\
-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
 \\ \\
-You add your <wrap preview>[[:Game Mechanics:Definitions:Job Die]]</wrap> to <wrap preview>[[:Game Mechanics:Injury]]</wrap> [Tests] you inflict.\\+You add your [[:Game Mechanics:Definitions:Job Die]] to [[:Game Mechanics:Injury|Injuries]] or [Malfunction] [[:Game Mechanics:Test|Tests]] you inflict.\\
 \\ \\
-In addition, when generating <wrap preview>[[:Game Mechanics:Injury]]</wrap> [Tests] that you have received, you may reduce the <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> by your <wrap preview>[[:Game Mechanics:Definitions:Job Die]]</wrap>. Should you choose to do so, you must accept the new <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap>.\\+In addition, when generating <wrap preview>[[:Game Mechanics:Injury]]</wrap> [[:Game Mechanics:Test|Tests]] that you have received, you may reduce the <wrap preview>[[:Game Mechanics:Dice Pool:Result]]</wrap> by your <wrap preview>[[:Game Mechanics:Definitions:Job Die]]</wrap>.\\
 \\ \\
-Furthermore, when this <wrap preview>[[:Traits|Trait]]</wrap> is gained, choose <wrap preview>[[:Ratings:Swagger]]</wrap> or <wrap preview>[[:Ratings:Presence]]</wrap>. Whenever you perform a <wrap preview>[[:Game Mechanics:Check]]</wrap> of the chosen type, you may add your <wrap preview>[[:Game Mechanics:Definitions:Job Die]]</wrap>.\\+Furthermore, you add your [[:Game Mechanics:Definitions:Job Die]] to [[:Ratings:Presence]] and [[:Ratings:Swagger]] [[:Game Mechanics:Test|Tests]] you perform.\\
 \\ \\
 **Please Note**: These bonuses <wrap preview>[[:Game Mechanics:Definitions:Stack]]</wrap> with <wrap preview>[[:Game Mechanics:Proficiencies|Proficiency]]</wrap>. **Please Note**: These bonuses <wrap preview>[[:Game Mechanics:Definitions:Stack]]</wrap> with <wrap preview>[[:Game Mechanics:Proficiencies|Proficiency]]</wrap>.
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 //There’s tough, there's legendary, and then there’s **that!** The kind of Zerk you hear stories about in spacer bars — the ones who should’ve died a dozen times but somehow got meaner instead. They’re built wrong in all the right ways. Skin like old hull plating, eyes that look through you, not at you. You can pump them full of plasma, bury them under rubble, set them on fire—they’ll just climb out, steaming and grinning, like it was a warm-up. Some of the old tales talk about Zerks tearing lungs from an enemy and jamming them into their own chest to replace ones lost to mortar fire. Maybe that’s myth. Maybe it’s not. What’s certain is this: when one of these things walks onto a field, everything else gets quiet. Even the machines seem to hesitate. You don’t fight a Zerk like that. You just pray it’s in a good mood — or that it doesn’t notice you at all.// \\ //There’s tough, there's legendary, and then there’s **that!** The kind of Zerk you hear stories about in spacer bars — the ones who should’ve died a dozen times but somehow got meaner instead. They’re built wrong in all the right ways. Skin like old hull plating, eyes that look through you, not at you. You can pump them full of plasma, bury them under rubble, set them on fire—they’ll just climb out, steaming and grinning, like it was a warm-up. Some of the old tales talk about Zerks tearing lungs from an enemy and jamming them into their own chest to replace ones lost to mortar fire. Maybe that’s myth. Maybe it’s not. What’s certain is this: when one of these things walks onto a field, everything else gets quiet. Even the machines seem to hesitate. You don’t fight a Zerk like that. You just pray it’s in a good mood — or that it doesn’t notice you at all.// \\
 \\ \\
-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\ 
 +\\ 
 +You are immune to the [[:Game Mechanics:Conditions:Death]] [[:Game Mechanics:Injury]]. If you would gain the [[:Game Mechanics:Conditions:Death]] [[:Game Mechanics:Injury]], gain a [[:Game Mechanics:Definitions:Wound]] instead.\\
 \\ \\
-You are Immune to the [Death] <wrap preview>[[:Game Mechanics:Injury]]</wrap>. If you would gain the [Death] <wrap preview>[[:Game Mechanics:Injury]]</wrap>, gain a <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap> instead.\\+**Please Note**: You are affected by the [[:Game Mechanics:Conditions:Chunklettes]] and [[:Game Mechanics:Conditions:Disintegrated]] [[:Game Mechanics:Injury|Injuries]] as normal.\\
 \\ \\
-**Please Note**: You are affected by the [Chunklettes] and [Disintegrated] <wrap preview>[[:Game Mechanics:Injury|Injuries]]</wrap> as normal.\\+In addition, you gain 20 [[:Ratings:Health]].\\
 \\ \\
-In addition, you gain 20 <wrap preview>[[:Ratings:Health]]</wrap>.\\+Furthermore, you gain [[:Game Mechanics:Damage Mitigation:Supernatural Armour]] for each [[:Game Mechanics:Definitions:Wound]] you have.\\
 \\ \\
-Furthermoreyou gain 1 <wrap preview>[[:Game Mechanics:Damage Mitigation:Supernatural Armour]]</wrap> for each <wrap preview>[[:Game Mechanics:Definitions:Wound]]</wrap> you have. Your <wrap preview>[[:Game Mechanics:Definitions:Wound|Wounds]]</wrap> now provide a <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Modifier]]</wrap> of +5 to <wrap preview>[[:Game Mechanics:Injury]]</wrap> [Tests], instead of the normal +10.\\+Alsoyour [[:Game Mechanics:Definitions:Wound|Wounds]] now cause you to [[:Game Mechanics:Upgrading Or Downgrading:Upgrade]] the [[:Game Mechanics:Injury|Injuries]] you receive once for every 2 [[:Game Mechanics:Definitions:Wound|Wounds]] accured, instead.\\
 ==== Changelog ==== ==== Changelog ====
 <WRAP changelog center 800px> <WRAP changelog center 800px>
-__Version 0.5b - Dec 2025__ +Version 0.5 - Nov 2025
-  * **Affinity** +
-    * Affinities that required you take the Luddite trait now allow you to opt in to the Luddite trait instead. +
-    * Amount of free Masteries gained from Luddite Affinities rebalanced. +
-    * Amount of free Mastery options reduced. +
-  * **Rage** +
-    * Added Stubborn Ability. +
-__Version 0.5 - Nov 2025__+
   * **Dumb**   * **Dumb**
     * Now includes Attacks.     * Now includes Attacks.
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   * **Chill**   * **Chill**
     * Now useable once per Encounter, rather than per Scene.     * Now useable once per Encounter, rather than per Scene.
 +Version 0.5b - Dec 2025
 +  * **Affinity**
 +    * Affinities that required you take the Luddite trait now allow you to opt in to the Luddite trait instead.
 +    * Amount of free Masteries gained from Luddite Affinities rebalanced.
 +    * Amount of free Mastery options reduced.
 +  * **Rage**
 +    * Added Stubborn Ability.
 +Version 0.5c - June 2026
 +  * Wording adjusted
 +  * Starting Proficiency list updated to include Presence and Magic
 +  * Environmental Affinity - Astral Protector now allows you to gain ranks in Elementalism and Noetics
 +  * Environmental Affinity - Grinder no longer allows you to gain ranks in Mad Science and Tradecraft
 +  * Environmental Affinity - Gang no longer allows you to gain ranks in Deception and Tradecraft
 +  * Environmental Affinity - Feral now allows you to gain ranks in Cultivation and Parkour
 +  * Rage and Nerd Rage now end any time you perform a Deep Breath
 +  * Brutality now adds your Job Die to both Swagger and Presence Tests
 +  * Biological Monstrosity Ability now causes Wounds to Upgrade your Injuries once for every two Wounds you have accrued
 </WRAP> </WRAP>
-