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  Special Abilities
  ADAPTIVE CYBERNETIC EYE: Jarja’s right eye was
  destroyed years ago, and Leod paid for surgery to replace it
  with a cybernetic one. The implant can zoom in on details and
  gives Jarja a +1 to TECHNOLOGY when making fine repairs,
  and a +1 to RANGED COMBAT and OBSERVATION (Slow
  action).
  AGENT: Gaddar is trained for infiltration as well as for
  stealthy assassinations. He gets an extra six to all attacks
  made within Close range, both melee and ranged, as long as
  he rolled at least one six.
  AGILE: When a ghost has located a victim, it moves
  incredibly fast. Its movement speed is twice that of a normal
  human, and climbing walls or ceilings causes no penalties.
  AGILITY: The nimble ekilibri can jump far and high, as well
  as squeeze into very tight spaces such as ventilation shafts or
  pipes.
  ARCHER: Aqueda is a master marksman and can reload as a
  free action once per turn, both arrows and grenades. Further
  reloads counts as fast actions.
  ARMOR BREAKER: The saw blade reduces the target’s
  Armor Rating by 2.
  ASTÛRBAN LACKEY: Akouba has a whole ring of secret
  agents at her command, although the communication goes
  through courtesan houses and kawah stands using coded
  slips of paper, and the whole thing takes time. It can often take
  up to a whole day for her orders to be carried out. Akouba can
  receive reinforcements in combat at the cost of 1 to 3 DP.
  AULUS AND OTO: Raquin's sons have the following
  attributes: Strength 3, Agility 3, Wits 2, Empathy 2 (HIT
  POINTS: 6, MIND POINTS: 4). Skills: Ranged Combat 3,
  Melee Combat 2, Manipulation 1. They live off their mother's
  reputation and can use Raquin's Faction standing talent,
  although only at +1.
  AURA OF UNREST: The statues exude an aura of anxiety
  and unease around them. At the cost of 1 DP, everyone within
  Close Range gets a -2 to all actions. At the cost of 2 DP, the
  area of effect is increased to Short Range. The aura lasts for a
  few minutes.
  AZUK LEAP: From standing still, the palace guards can
  perform leaps up to ten meters long and five meters high as a
  reaction instead of parrying a melee attack. COST: 1 DP
  BATTLE CRY: The ekilibri can let out a loud, high shriek that
  is painful and disorienting at Short Range. Everyone in the
  area of effect must test FORCE. Failure means 2 points of
  stress and the loss of one’s next action. Someone with
  sensitive or enhanced hearing gets a -2 to the roll.
  BATTLE-TESTED: Haquim was born a slave and
  participated in the uprising during the floods a couple of
  cycles ago. He has sharp reflexes and a tactical mind and rolls
  two dice when determining his initiative score, choosing the
  best one.
  BATTLE-TESTED: Ramses is a seasoned soldier and rolls
  two dice when determining Initiative score, choosing the best
  result.
  BLESSING: Once per session, Yorûg can bless another
  character in close range (slow action), giving her a +3 to one
  action. In combat, the GM gets 1 DP when the talent is used.
  BLOOD LUST: At a cost of 1 DP, the fiend’s mystical blood
  lust can be activated, giving it a +2 to all attacks, but leaving it
  unable to flee or parry.
  BOKOR POISON: After a bokor’s bite attack has drawn
  blood, it can, at the cost of 1 DP, make the victim of the bite
  fall into a deep coma and slowly fade away, after which the
  person will rise from the dead as bokor. MEDICURGY and a
  trauma lab can stop this process, as can MYSTIC POWERS
  or holy talismans.
  BROAD SPECTRUM SENSORS: The kinetic intelligence
  has sensors that work across all spectrums and are unaffected
  by darkness or smoke.
  CALM: The desdemodu can use its telepathic powers to try
  and calm someone within Short Range through an opposed
  MYSTIC POWERS roll. The calm remains in effect for
  several minutes and anyone affected is unable to perform
  attacks. A new opposed MYSTIC POWERS roll can be made
  every minute to break the effect.
  CHAMELEON: She blends in wherever she goes and is
  extremely good at adjusting her behavior to new social codes.
  When disguised, she gets a +2 to INFILTRATION and if she
  has to negotiate with someone, her Reputation counts as
  being the same as that of her opponent.
  CHEMICAL PROPULSION: The muzhadjar have organs
  that work like powerful rockets, enabling them to reach
  speeds that match a slow ship (Speed 1).
  CLOAK OF SHADOWS: The jayrat swarm can spend 1 DP
  to cover a victim within Close Range in complete darkness.
  The cloak attack inflicts 1 point of stress per turn in addition
  to any bite attacks.
  CODEX OF THE JUDICATORS: As a judicator, Akouba has
  contacts within her organization both on Coriolis and on Kua.
  She also keeps up appearances that she is adhering to the
  Codex of the Judicators, meaning that she works to fight and
  prevent crime quickly and effectively, usually acting as police,
  judge, and executioner at the same time.
  CONCERNING FIRE: As soon as a PC takes 1 or more
  points of damage from the fire, her clothing will catch fire as
  well, continuing to cause damage after the fire attack itself.
  Putting out burning clothing requires a successful
  DEXTERITY test by the burning PC (or someone else within
  Close range). Armors may be tested. The CRIT value of fire is
  1.
  
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  CONTACTS: Kuhari has several trusted informants on the
  station that can help her for something in return. At the cost
  of 1 DP, Kuhari can obtain information about or access to
  places, events etc. This enables her to show up where the PCs
  are without warning.
  CONTROL GROWTH: Wahina can make the Growth lunge
  out for a PC. If a Darkness Point is spent a PC automatically
  gets stuck in the Growth and must succeed with a FORCE roll
  to break free in the next round. This requires that the Growth
  is present at the location. COST: 1 DP.
  CORRUPTING SLIME: If someone touches a mucus-
  covered statue, or is hit by a melee attack, they must pass a
  force test or suffer a random critical injury that takes the form
  of a body warp, not unlike an involuntary biosculpt. This effect
  costs 3 DP.
  DARK EMBRACE (1–3 DP): The Beast can embrace a
  victim within Short range, enshrouding it in shadows. The
  victims must pass an Empathy or MYSTIC POWERS test or
  suffer 2 mind points of stress per DP spent by the GM on the
  attack. A maximum of 3 DP may be spent on each attack.
  DARK VISION: The byara has perfect vision in all kinds of
  darkness and smoke.
  DEACON: Salamah is a master strategist and exceptionally
  alert and quick-witted. At the cost of 2 DP, Salamah and all her
  warriors within earshot can roll two dice when determining
  their Initiative score and choose the best one.
  DEFENSIVE: Despite his size, Ahuro is a surprisingly
  slippery opponent in close combat. He is quick to get back on
  his feet and to dodge incoming attacks. He has a +2 to
  MELEE COMBAT when parrying.
  DESENSITIZED: Countless mock executions and hours of
  torture at the academy have made Ataia numb to the world.
  She gets 2 extra MP.
  DREAM WALKER: If Ahuro goes to bed sober, he can
  temporarily leave his body and move his mind 10 meters
  (slow action, 1 DP), appearing as a dark shadow. His spirit
  cannot lift or touch anything in the physical world but can
  pass through thin physical objects such as drywall or wood. To
  pass through stone or metal he must pay another DP. If his
  physical body is harmed in any way, his mind returns to it
  immediately.
  ENORMOUS: Older dromedons can become monstrous in
  size, gaining +10 HP.
  EXECUTIONER: Lenove is ice cold and always on guard.
  She is a blade ready to strike down the enemies of the
  Astûrban and the Hegemony and can subdue her opponent
  with just one hit. Unless her target has the Nine Lives talent,
  whenever Lenove inflicts a critical injury, she can choose
  which of the dice to read first for maximum damage. This
  effect applies to extra dice if she spent more sixes on the
  critical injury as well.
  EXECUTIONER: The martyr's are trained to always be on
  guard. They can subdue their opponents with just one hit.
  Unless the target has the Nine Lives talent, whenever the
  martyr warrior inflicts a critical injury, she can choose which
  of the dice to read first for maximum damage. This effect
  applies to extra dice if more sixes are spent on the critical
  injury as well. Costs 2 DP.
  EXO SPECIALIST: Harish gets +2 to DEXTERITY or
  FORCE when handling an exo. It cancels out the normal
  penalty of –2.
  FACTION STANDING: THE CONSORTIUM: Nigelia is a
  well-known judge on Coriolis, and by extension a member of
  the Consortium. This gives her access to the faction's support
  and resources. She gets a +2 to MANIPULATION when
  threatening or scaring someone.
  FACTION STANDING: THE SYNDICATE: Despite her low
  position in the family, Raquin still has access to much of the
  family's assets and their violent street gangs. She controls
  Baybasin and gets a +2 to MANIPULATION when threatening
  or intimidating someone.
  FACTION STANDING: THE ZENITHIAN HEGEMONY:
  Johar is a wellknown ambassador on Coriolis, but his status
  on the station comes mainly from his last name. Through the
  influence of his father and the Quassar clan, he acts with the
  entire Hegemony behind him, both hegemonists and neo-
  Zenithians. He gets a +2 to MANIPULATION.
  FACTION STANDING: THE ZENITHIAN HEGEMONY:
  The Astir family is incredibly powerful and through the
  Astûrban, Lenove has access to the full force of the secret
  police, as well as countless contacts among elite hegemonists.
  Whenever she intimidates or threatens someone, Lenove gets
  a +2 to MANIPULATION
  FALSE PROPHET: Gaddar is very empathic which –
  combined with his great knowledge of the Horizon – makes
  him very convincing. He gets his CULTURE skill level as a
  bonus to Reputation when trying to convince someone of
  something using MANIPULATION.
  FAMILIAR: Elmeda has a bionic snake familiar. It will protect
  her from enemies (see Kahnara below).
  FANATIC: The blind faith of Zalos’ agents enables them to
  get back up at 2 HP after having been broken in combat.
  Costs 2 DP.
  FANATICS: The blind faith of Zalos’ agents enables them to
  get back up at 2 HP after having been broken in combat.
  Costs 2 DP.
  FANATICS: The blind faith of Zalos’ agents enables them to
  get back up at 2 HP after having been broken in combat.
  Costs 2 DP.
  FANATICS: The martyr warriors' blind faith enables them to
  get back up at 2 HP after having been broken in combat.
  Costs 2 DP.
  FANATICS: The martyr warriors' blind faith enables them to
  get back up at 2 HPs after having been broken in combat.
  Costs 2 DP.
  
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  FANATISM: The martyr warriors' blind faith enables them to
  automatically get back up and gain 2 HP after having been
  broken in combat. Costs 2 DP.
  FAVORS OWED: Over the course of a long career, Leod has
  gathered outstanding debts and favors from the top of the
  Monolith to the alleys of Little Algol. At the cost of 1 DP, he
  can either halve or double the price of a contract he is
  negotiating, whichever is the most favorable to him.
  FERAL HUNGER: The nekatra enters a state of blind rage,
  attacking everything around it. It can perform one additional
  attack per turn at –1, but it can no longer defend itself.
  FERAL HUNGER: The nekatra enters a state of blind rage,
  attacking everything around it. It can perform one additional
  melee attack per turn, but all attacks suffer a -2 modifier and
  the beast can no longer defend itself. Entering the feral rage is
  a normal action in itself.
  FIRESTORM: The group functions better when acting
  together. At the cost of 2 DP, the entire squad get a +2 to
  RANGED COMBAT for one turn, but only if they all attack the
  same target.
  FLAMING VEIL: Kh'oudour can wrap a veil of mystical fire
  around itself and use it to attack opponents within Close
  range (Fire 5). Costs 1 DP per target.
  GANG FRIEND: Ahuro is taking bribes from the Lama gang
  and lets them conduct their business in peace. He can call on
  brutal gang members to attack someone when he is not there.
  Costs 1–3 DP.
  GEARHEAD: With just one success on a TECHNOLOGY roll,
  Alam can repair an item with great success, adding two
  successes to the roll. She can also roll for TECHNOLOGY to
  jury-rig a one-time-use contraption for a specific task, using
  the number of sixes to determine the gear bonus of the new
  item (up to +3).
  GRABBER TENTACLE: The drone is equipped with a
  tentacle that can grab and pin a victim. This works within
  Close range. Grabbing someone requires a successful
  DEXTERITY test. A pinned victim cannot perform any action
  or maneuvers, but can try to escape by testing FORCE.
  GRENADE LAUNCHER: The intelligence has a grenade
  launcher on its back, loaded with three concussion grenades
  (page 129).
  GUNSMITH: Jarja loves guns and understands them better
  than she understands people. She gets a +2 to
  TECHNOLOGY when it comes to making or repairing guns
  and ammunition.
  HARDENED: Gaddar is trained for the mental strain of
  undercover operations. He gets 2 additional MP.
  HARDENED: Long years of danger and conflict have
  hardened Akouba, who gets 2 additional MPs.
  HEAT SENSITIVE: The muzhadjar are sensitive to strong
  heat and will retreat if a strong heat source is aimed in their
  direction.
  HOLY ARMOR: As a member of the highest warrior caste,
  Chabaun has inherited his mother’s animate glyph armor. It is
  a hybrid between the regular suits of animate armor and the
  glyph technology used in the ship hulls of the fleet. To be able
  to wear it, Chabaun has undergone months of symbiotic
  linking and advanced training. The armor absorbs the first hit
  in combat without taking damage, and after that, Chabaun can
  negate one additional hit per turn at the cost of 2 DP.
  HULL BREAKER: Muzhadjar who attack ships land on the
  hull and start to chew through the hull with their powerful
  jaws. A pack of muzhadjar can break the hull of a ship in just
  an hour. This works like a spaceship attack (Weapon Damage
  2, CRIT 2).
  ICY GRIP: The palace guards can perform MELEE COMBAT
  attacks with their claws, inflicting stress instead of damage.
  Negates armor. COST: 1 DP
  JUDGE OF CHARACTER: Being a judge, Nigelia is used to
  people lying to her. If she maintains a conversation with
  someone for more than a minute or so, she can tell if the
  person is lying without testing MANIPULATION.
  JUDGE OF CHARACTER: Through her long service at the
  Sanatorium, Sister Robwah has become very good at reading
  patients and visitors. At the cost of 1 DP, she can tell if
  someone is lying or not without having to test
  MANIPULATION. It takes a few minutes and she cannot tell
  any details.
  JUDGE: The -dol-Fahsra suffix is an honorary title given to all
  publicly appointed judges, giving Nigelia the power of the
  justice system of the station to back her up. She has contacts
  on many different levels of government, from generals in the
  Guard to captains working the streets. She can access any
  information available to her contacts and can arrange access
  to crime scenes, acquire weapon licenses, and maybe even get
  the PCs law enforcement backup.
  JUMP ATTACK: The Uharu beast begins a fight by attacking
  its enemy from the tree crowns high above. If it wins a
  DEXTERITY opposed roll, it lands on top of its prey. This
  counts as a sneak attack (page 85), but with a +2 modifier.
  JUMPER: The cyber muscles in the legs of the intelligence
  enable it to perform jumps up to 20 meters long and 10
  meters high (a normal action). It may not take any movement
  actions in the turn after a jump.
  JUNGLE DWELLER: The divers have an Armor Rating of 2
  against the damp heat and can always find food or shelter in
  the jungle without testing SURVIVAL.
  JUNGLE DWELLER: The guerilla lives and trains in the
  jungles alongside Sogoi hunters and its members are well
  versed in jungle survival. Shaukar soldiers have an armor
  rating of 2 against the heat and humidity of the jungle and can
  always find food or shelter there without testing SURVIVAL.
  JUNGLE DWELLER: The guerillas live and train alongside
  Sogoi hunters and have learned to live by the law of the
  jungle. Shaukar soldiers have an armor rating of 2 against the
  damp heat and can always find food or shelter in the jungle
  without testing SURVIVAL.
  
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  LEAP ATTACK: The nahang can test DEXTERITY to breach
  the surface at an incredible speed, leaping up to ten meters
  into the air, which is higher than the altitude of normal grav
  craft. If the nahang spent the previous turn picking up speed,
  the leap attack is only one fast action.
  LEGION NEKATRA: The nekatra has been bionically
  altered, giving it 10 extra HP, stronger bite attacks (Weapon
  Damage 4) and mediglands that secrete an m-dose-like
  substance every two turns. If the nekatra is broken, it can get
  back up at 3 HP if it passes a FORCE test at -1. It can also
  have one cybernetic implant of the GM’s choosing.
  LEGION NEKATRA: The nekatra has been bionically
  altered, giving it 10 extra HP, stronger bite attacks (weapon
  damage 4), and mediglands that can administer an m-dose-like
  substance every two turns. If the nekatra is broken, it can get
  back up at 3 HP if it passes a FORCE test at –1. The nekatra
  can also have one cybernetics mod of the GM's choosing.
  LEGIONNAIRE WRESTLING: A martial art taught to
  Legionnaires. Gives a +1 to melee combat and a +1 to
  unarmed weapon damage but a -1 when parrying.
  LIVING SLUDGE (1 DP): The ghosts can sense motion and
  heat through the trail of dried ooze they leave behind. At the
  cost of 1 DP, the ghost can tell exactly where a person is who
  touches or comes close to the dark residue. A PC who tries to
  avoid getting close to the sludge must pass a difficult (–2)
  INFILTRATION test or step on it by mistake. If the roll
  succeeds, the GM can’t activate this mystic power.
  LURE: At the cost of 1 DP, the djanna can test MYSTIC
  POWERS in an opposed roll against the Wits of a victim, to
  try to make the victim wander off into the jungle. The effect is
  active as long as the djanna are nearby. The victim knows that
  something is wrong but is unable to do anything about it.
  MALICIOUS: Elmeda is charismatic, but more importantly
  extremely persistent when it comes to long negotiations. She
  will do anything to get her way, and if she passes a
  MANIPULATION test, she can choose to inflict 2 extra mind
  points of stress to her opponent for each additional success
  on the roll.
  MALICIOUS: When Faisal successfully uses MANIPULATE
  on someone, inflicting at least 1 point of stress, the victim
  takes 1 additional point of stress.
  MANIA: At the cost of 1 DP, the a jayrat attack can cause a
  victim to suffer a mania (page 337).
  MENTAL CAMOUFLAGE: The Azaëlean can camouflage
  itself from both sensors and the naked eye, giving all
  onlookers a -3 to OBSERVATION and negating all Gear
  Bonuses from technology. This makes it very hard to spot
  until it is within Short Range of its victim.
  MORPHOSIS: The djinn can change its form at the cost of 1
  DP. The change takes one turn. The physical aspects of the
  change differ from djinn to djinn.
  MORPHOSIS: The djinn can change its form at the cost of 1
  DP. The change takes one turn. The physical aspects of the
  change differs from djinn to djinn.
  MYSTIC AKBAR: The efrite can use all known mystic
  powers as well as create new ones. All powers require
  Darkness Points to be activated.
  NIGHT VEIL: The darkbound can affect nearby minds with
  its own darkness. This works like a mystical attack and costs
  1 DP. The victim will experience the world as dark, cold and
  surreal. Seeing, thinking and acting becomes harder (-2 to
  OBSERVATION, all advanced skills and initiative), unless the
  victim wins an opposed roll using empathy (no skill) against
  the mystic power score of the darkbound.
  NIGHT VISION: Ekilibri have good vision even in darkness
  and get no negative modifiers for bad lighting.
  NIGHTMARES: A Hazared can plague someone sleeping
  nearby with horrific nightmares at the cost of 1 DP. The
  nightmares make the dreamer unable to recover damage or
  stress during the night, and the person suffers a -1 to all skills
  per sleepless night.
  NIGHTVEIL (1 DP): The ghost can darken the minds of
  everyone around it. This counts as a mystic attack and costs 1
  DP. The affected victim must roll an opposed Empathy (or
  MYSTIC POWERS) vs MYSTIC POWERS test. If she
  succeeds, she gets a –2 to OBSERVATION, advanced skill
  tests, and Initiative rolls. If she fails, the skill check penalty
  extends to all skill tests. The penalty is in effect until the ghost
  has been defeated, or until the affected person leaves the area
  (Extreme range).
  NINE LIVES: Dali is an idealist and a fanatical follower of
  the guerilla's teachings. His convictions enable him to keep
  fighting the good fight no matter the odds. If he suffers a
  critical injury, he can choose the dice combination most
  favorable to him.
  NINE LIVES: Goba is in bad shape, but has a strange knack
  for survival. Whether his luck comes from the Icons or from
  an alliance with something unholy is not known. Regardless,
  Goba can choose which of the dice to read first, and which
  dice to use, when he suffers a critical injury. The more dice
  rolled, the greater are his chances of making it.
  NOVA EXPLOSION: The sun ants can circle and cover a
  victim with a successful DEXTERITY test. The following turn
  they ignite and explode with a Blast Power equal to the
  swarm’s current HP.
  OFFENSIVE ORDERS: (2 DPs) – with a successful
  COMMAND roll, Remora can shout an attack order at one of
  her soldiers (fast action). That soldier may immediately fire a
  quick shot, regardless of remaining APs or place in the turn
  order.
  ORDER TECHNOLOGY: Being a deacon in the Order of the
  Pariah gives Salamah access to several pieces of faction tech,
  such as the antimatter grenade, the sacrificial pistol, and her
  getaway vehicle, the injector. The antimatter grenade counts
  as a thermal grenade but with a blast effect of 10. The
  sacrificial pistol is a sanctified Vulcan pistol that gives
  Salamah a +3 to RANGED COMBAT when using it against
  heretics – which basically covers everyone outside of the
  Order.
  
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  PHASE SHIFT: The Yal-Shir can bend the fabric of space-
  time, allowing it to move in both time and space. Practically,
  this means that it can move from one victim to the next using
  only one fast action regardless of the distance, at the cost of 1
  DP.
  PLAGUE BITE: At the cost of 1 DP, the byara can transmit a
  gangrenous disease through its bite attack to a victim. If the
  victim suffers one or more points of damage, it is stricken with
  a high fever about a day later that ends in death unless
  someone treats the diseased with MEDICURGY.
  POISONOUS BITE (1 DP): If a bite attack breaks the skin,
  the victim may (for one darkness point) be subjected to a
  strength 5 poison attack against her Agility score. See page
  113 in the Coriolis core rulebook for information about poison
  or use the advanced poison rules from The Kuan Connection,
  page 168 in this book.
  PORTAL HEALING: At the cost of 1 DP, the Yal-Shir can
  open a portal and leave the fight just as quickly as it entered it.
  When it returns in the future, it is whole again. If it becomes
  broken, this happens automatically.
  POSSESS: The djinn can possess people. This requires 1
  DP and a successful MYSTIC POWERS opposed roll against
  the Wits of the victim.
  POSSESS: The djinn can possess people. This requires a
  successful MYSTIC POWERS roll and 1 DP. The only way to
  resist a possession is with MYSTIC POWERS or holy objects.
  POSSESS: The hazared can possess people. This requires 1
  DP and a successful MYSTIC POWERS opposed roll against
  the Wits of the victim.
  PREHENSILE TENTACLE: The drone is equipped with a
  long tentacle that can be used to grab victims within Short
  Range. This counts as a normal melee attack, but if
  successful, the target is grappled (page 87) instead of suffering
  damage.
  PURE BLOOD: The Parnasso clan have pure, Zenithian
  blood and are closely related to the Quassar family. This
  makes Elmeda strong, resilient, and healthy, and slows down
  her aging. She is much older than she looks. The talent
  counts as equivalent to the Regeneration sculpt (doubling her
  recovery rate after being injured) and gives her 2 extra HP.
  RADIATION FLASH: The bah-jin can disrupt space on the
  nano level, releasing cascades of light and radiation that work
  as a ranged attack (Weapon Damage 3, CRIT 2, Medium
  Range).
  RAM: Apart from wrapping itself around spaceships and
  attacking them with its claw projections, the bah-jin can also
  ram them. This works like ramming in space combat (see
  Chapter 7).
  RAM: When the nahang attacks, it can choose to crush the
  hull of a watercraft or try to tip it over by testing FORCE. If
  the roll is successful, the craft begins to sink immediately. To
  be able to ram something, the nahang must charge along the
  surface from afar, using at least two movement actions.
  REALITY WARP: At the cost of 1 DP, the hound can slip
  through a tiny crack (such as underneath a door) or manifest
  itself in a corner of the room where its intended victim is
  located.
  REGENERATION: The Azaëlean regenerates D6 HP at the
  cost of one slow action and one DP.
  REGENERATION: The avatar can recover all lost Hit Points.
  This process takes 1 round and the can be repeated. For two
  Darkness Points the avatar can heal one critital injury. COST:
  1/2 Darkness Points
  RELENTLESS: Chabaun is absolutely merciless toward
  both his warriors and his enemies. At the cost of 2 DP, he can
  roll two dice when determining Initiative score, choosing the
  best one. At the cost of 1 DP, he may perform one additional
  normal action (2 APs) instead of another warrior that hasn’t
  yet acted in the turn. The warrior in whose slot he performs
  the extra action has her Initiative score lowered by three, but
  may otherwise act normally. Chabaun can only do this once
  per turn.
  REPUTABLE EMPLOYER: Jarja’s employment with Leod
  dol-Quasar is well-known around Little Algol. She gets a +3 to
  Reputation when negotiating with or threatening someone on
  Leod’s orders.
  RIGHTEOUS DOGMA: Salamah knows all the holy texts by
  heart, both the righteous ones and the false teachings of the
  Church of the Icons. She can use her religious knowledge to
  get people to see things her way – whenever she chooses
  talking over axe fighting, that is. She gets a +2 to
  MANIPULATION.
  ROTATING JAWS: Anyone hit by the jaws attack will also be
  pulled into the mouth. The victim must pass a FORCE test to
  break free (a normal action). As long as the victim is stuck, the
  Azaëlean gets +3 to all attacks against that person. If a victim
  manages to break free, the Azaëlan usually changes direction
  and leaves the person be.
  SCORCHER: The dirhad can store heat in its exo armor and
  then release the flames in an attack with its scorching claws
  (Weapon Damage 3, CRIT 2). Recharging the heat again takes
  three turns.
  SCRAPYARD EXO: Old loader exos fitted with a Vulcan
  machine gun, a steel sword (weapon damage 3, CRIT 2), and a
  grenade launcher with smoke and frag grenades. The exo has
  an armor rating of 2 as it is too hot inside to wear anything
  heavier than a protective vest underneath. There are five exos
  in the squad, of which only one at a time is deployed to break
  up fights.
  SKIN ELECTRODES: Leila has fitted her palms with
  conductive surfaces, capable of transmitting powerful
  electrical shocks. After an unarmed attack, she can choose to
  inflict 2 points of stress instead of damage. Each additional
  six rolled inflicts 1 extra point of stress.
  SLOW: The Azaëlean moves slowly as it is chewing its way
  through the jungle. PCs attempting to run away from the
  beast gets a +2 to DEXTERITY.
  
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  SLUMMER COURT: Elmeda's court in The Third Sphere
  would do anything for her, and as they are a motley band of
  subjects, there is almost always someone who has the skills
  the queen needs. Her power in the Cellar is considerable, and
  she can use it to intimidate visitors – she gets a +2 to
  MANIPULATION if her opponent is aware of the Cellar's
  internal hierarchies.
  SMOKE DISCHARGER: Also mounted on the back is a
  smoke discharger, capable of emitting grey sensor smoke to
  hide the intelligence and confuse enemies. The discharger can
  cover everything within Short Range in smoke in one turn.
  SMUGGLER: At the cost of 1 DP, Leod can come up with a
  clever lie to avoid conflict, giving him an extra six on his
  MANIPULATION roll, in addition to the result of his dice.
  SNIFF: Skavara can use their sense of smell to test
  MANIPULATION and determine if someone is hostile or
  lying. They also get a +2 to OBSERVATION if there are scent
  trails to follow.
  SNITCH NETWORK: Ahuro has access to several
  informants in the central areas of the station and can always
  find the PCs when they are in the Ring. This costs 1 DP.
  SOW DISCORD: At the cost of 1 DP, the sarcofagoi can
  make its victim believe that someone is slandering them
  behind their back. At the cost of 2 DP, the victim becomes
  agitated and may start an unprovoked fight. Spend 3 DP and
  the victim will attack someone in her vicinity without reason.
  The sarcofagoi must escalate the level of suspicion step by
  step. To make someone attack their friends right away would
  cost 6 DP. In addition to spending DP, the sarcofagoi must win
  an opposed roll for MYSTIC POWERS against the Wits of the
  victim to achieve the required effect.
  SPIKES: The beast can hurl itself sideways into an opponent
  to attack with its venomous spikes. This attack counts as a
  normal melee attack (Weapon Damage 1, CRIT 4). If the
  spikes inflict one or more points of damage, they inflict a
  poison attack with the same strength as that of the damage
  points caused. The victim must win an opposed roll using her
  Strength versus the poison strength or become paralyzed,
  losing all actions until someone treats the wound with
  MEDICURGY or until D6 minutes have passed.
  SPLIT (1 DP): At the cost of 1 DP, an average-sized or large
  school can split, releasing a smaller group from the main body
  that can attach itself to a vehicle or pursue prey out of the
  water. The attributes of the smaller group are lowered
  (Strength 5, Agility 3).
  SPORE ATTACK: The avatar can grapple someone and spit
  spores in the victims face. Roll as a normal Melee Combat
  attack. If successful, the attack causes normal damage as well
  as 3 stress points. COST: 1 Darkness Point.
  SPRAY AND PRAY: The warriors are trained for intense
  firefights. They ignore the first one rolled when firing
  Automatic fire (page 89 of the Coriolis core rulebook).
  SPRINTER: The dirhad is capable of explosive bursts of
  speed. For one turn, it will have a Movement Rate of 20
  meters. After such a sprint, the Movement Rate is reduced to
  8 for three turns.
  STENCH: The skavara have scent glands on their necks,
  used for marking territories. A scared or cornered skavara can
  activate these glands in an emergency, letting off a pungent
  odor that affects mucous membranes and eyes. Enemies
  within Close Range get a -2 modifier to all actions until they
  get away from the stench. They also have to test FORCE,
  suffering 2 points of stress if they fail.
  STRATEGIC MOVEMENT: The soldiers are trained for
  anything, and at the cost of 1 DP, a member of the squad gets
  1 additional AP to spend on finding cover or performing a
  movement action. The extra AP can only be used when the
  soldier is up to act in the turn order.
  SUFFOCATING COCOON (2 DP): The Thu’ban can attack
  in a coordinated wave and encapsulate a victim in a slithering
  cocoon of worms. The victim may attempt to evade the attack
  (normal action) by testing DEXTERITY at –1. Failure means
  suffering 2 points of stress and that the worms start to
  suffocate the person (see Weapons above). The suffocating
  victim or a nearby ally may try to break open the cocoon by
  testing FORCE. The roll is insane (–3) from the inside and
  difficult (–2) from the outside.
  SUN HILL: A sun anthill is about four meters high and
  formed from cement-hard secretions (Armor Rating 10). A
  prospector who digs into the core of the hill can extract
  valuable umbria.
  SWARM: The Thu’ban can only be damaged by fire,
  explosions, and Vulcan weapons. They are fire-resistant and
  get a +4 to their armor rating against fire and Vulcan
  weapons.
  SWARM: The ant swarm can only be damaged by flame- and
  thermal throwers or explosions.
  SWARM: The jayrat swarm can only be damaged by flame
  and thermal throwers or explosions.
  SWARM: The nanite swarm can only be damaged by fire,
  thermal throwers and explosions.
  SYNERGIC TRAINING: At the cost of 1 DP, Darius and
  Nepotha may roll one Initiative die each at the beginning of
  the fight and then both choose the best one. The GM chooses
  which of the scouts goes first. If their Initiative score changes
  during the fight, it does so individually.
  TELEKINETIC BLAST: At the cost of 1 DP, Althea can
  generate a telekinetic blast that can knock over objects
  (weapon damage 3, CRIT 2, Short range).
  TELEPATHY: Aram has the supernatural power of mind
  reading which enables him to hear other people's thoughts
  (not everything, only “strong” thoughts). He can also transmit
  short telepathic messages. When he is stressed, his thoughts
  sometimes spill over into the heads of those nearby, especially
  other mystics (no DP cost).
  TELEPATHY: The desdemodu can use telepathic
  communication within Short Range. Costs 1 DP per use.
  
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  THE BLESSING OF THE MARTYR: Through her calm
  voice and collected composure, Sister Robwah can bestow the
  Blessing of the Martyr on another person. This can only be
  done once per act in the scenario and gives the recipient +1 to
  an action of their choice. At the cost of 1 DP, Sister Robwah
  can recite a holy song instead and test EMPATHY. If she
  passes, the bonus provided by the blessing increases to +1 per
  six on Sister Robwah's roll. The test may be re-rolled for 1
  additional DP. The blessed may use the modifier all on one
  dice roll, or divide it between several actions.
  THE HASSASSIN'S THRUST: The Warriors of the Holy
  Light are specially trained to carry out kidnappings and
  assassinations. When they perform a sneak attack (page 85 in
  the Coriolis Core Rulebook) with a Small weapon, they get a
  +2 to MELEE COMBAT. Costs 2 DP.
  THE HUNTER’S HOWL: At the cost of 1 DP, the hound can
  let out a primal howl that tears at the souls of victims within
  Short Range, driving them insane. All victims must test
  Empathy at -2. Failure results in 2 points of stress.
  THE WAY OF THE MARTYR: Chabaun has been selected
  for an experimental augmentation program including blessed
  bionics and special training known as The Way of the Martyr.
  This has made him exceptionally tough – he gets 5 additional
  HP and MP.
  THE WAY OF THE MARTYR: Salamah has been selected
  for an experimental augmentation program including blessed
  bionics and special training known as The Way of the Martyr.
  This has made her exceptionally tough – she gets 5 additional
  HP and MP.
  THROAT ATTACK: Nekatra often go for the throat of their
  enemies. A throat attack has a CRIT value of 1 but can only be
  performed after the nekatra has spent a fast action to prepare.
  A successful throat attack pins the nekatra's opponent, who
  must pass a FORCE test to break free. For each turn pinned,
  the victim suffers 1 point of damage and 1 point of stress.
  THROAT ATTACK: Nekatra often go for the throat of their
  enemies. A throat bite has a CRIT value of 1 but can only be
  performed after the nekatra has spent a fast action to prepare.
  A successful throat attack also pins the nekatra’s opponent
  (see Grappling, page 87).
  TOUGH: Akouba has survived the relentless elite training of
  the judicators and gets 2 additional HPs.
  TOUGH: Some of the warriors are extra hardened to
  withstand torture. These warriors have 2 extra HP.
  TOUGH: The Order’s secret training programs have given
  Ataia 2 extra HP.
  TOUGH: The life of a smuggler is tough, but Ramses is
  tougher. He has 2 extra HP.
  TRAMPLE: The desdemodu can try to trample an enemy
  (Weapon Damage 3, CRIT 3). This attack can only be used
  directly after a movement action, in the same turn.
  TRUE FORM: When a djinn is subjected to blessed
  talismans, sand from an abba or holy relics, it reverts to its
  true form, usually as invisible or in the form of a whirlwind.
  Someone with CULTURE will know this.
  TRUE FORM: When a djinn is subjected to blessed
  talismans, sand from an abba or holy relics, it reverts to its
  true form, which is usually invisible or as a whirlwind.
  Someone with CULTURE will know this.
  TUNNEL CHILD: Althea grew up near the Stevedore
  Central and has kept away from the streets since the game
  show incident. She can find quick shortcuts and secret
  passages under and around the spaceport and in the station-
  wide network of maintenance shafts. This gives her a +2 to
  DEXTERITY when hiding or a –2 to OBSERVATION for her
  opponent (1 DP).
  VOICE OF THE MERCHANT: When negotiating a trading
  contract, Artyr gets a +2 to MANIPULATION.
  WARP ARMOR: At the cost of 1 DP, the hound can warp
  reality to protect itself from physical weapons. Each DP spent
  negates 2 points of damage.
  WHIRLWIND STRIKE: The palace guards can swing their
  blades in a wide arc and hit two targets within Close range of
  each other with one attack (slow action). COST: 1 DP
  ZENITHIAN BLOOD: The Kurahans are one of the few
  Zenithian clans who regard themselves as neutral in the
  schism between the hegemonists and the neo-Zenithians,
  although with hegemonist leanings. Her family expect a lot
  from Nigelia, but their influence can help Nigelia and her
  allies in the plantations and around the Monolith, something
  that could prove very useful during The Kuan connection.
  
SOURCE: textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/3rd Party/Coriolis_Special_Abilities.pdf