| Ambidextrous |  2 |   |  Ignore offhand penalties |  
  | Take Initiative |  1 |  Wits 3, Dexterity 3 |  When your ambush is detected treat your init roll as a 10 |  
  | Demolisher |  1 - 3 |  Strength 3 |  When breaking objects, ignore a point of Durability per dot of Demolisher. |  
  | Double Jointed |  2 |  Dexterity 3 |  Dislodge joints at will. Escape from mundane bondage automatically. When escaping from grapple you may substitute Dext. for Str. |  
  | Fleet of Foot |  1 - 3 |  Athletics 2 |  Add dots in Fleet of Foot to your Speed. |  
  | Freediving |  1 |  Athletics 2 |  Add Athletics to Stamina when holding a deep breath. |  
  | Giant |  1 |  not small |  +1 size |  
  | Small |  1 |  not giant |  -1 size |  
  | Hardy |  1 - 3 |  Stamina 3 |  Add Hardy dots as a bonus to rolls against disease, poison, deprivation, suffocation, unconsciousness, etc. |  
  | Hunter |  1 |  Athletics 3, Wits 3 |  Succeed exceptionally on three successes in a chase action. |  
  | Iron Stamina |  1 - 3 |  Stamina or Resolve 3 |  Ignore penalties from fatigue or wounds up to your rating in Iron Stamina. |  
  | Quick Draw |  1 |  Wits 3 |  Whenever your Defense is available, you can instantly draw a weapon that falls under a chosen Weaponry or Firearms Specialty |  
  | Sticky Fingers |  2 |  Sleight of Hand 3 |  You can pickpocket once per turn reflexively. Unnoticed if target not specifically looking. |  
  | Survivalist |  1 |  Survival 3 |  You can resist Extreme Cold and Extreme Heat for hours equal to your Stamina. |