\chapter{Example Exploits}\label{app:exploits}
Trying to come up with new exploits in the heat of the moment can be hard.
This appendix exists to alleviate this pain and get the proverbial juices flowing!

Note that this by no means is an exhaustive list!
More can be added to fit the given campaign.
Also note that exploits should be limited somehow, so as to not be over-powered. What it means to be over-powered depends on context and setting. See Section~\ref{sec:exploit-balance} for exploit balancing.

\section{Tier One}

\subsection*{Backstab (1 XP)}
\textit{You know the quickest way to a man's heart: through their back.}\\
You can attack with \textit{Stealth} instead of \textit{Fighting} provided your target isn't already aware of your presence.

\subsection*{Bardic Charm (1 XP)}
\textit{You are an enchanting entertainer.}\\
When using the instrument of your choice, use $Int+Cha$ instead of $Int+Wis$ when casting spells.

\subsection*{Bloodtinged (1 XP)}
\textit{A hunter should hunt beasts...}\\
When in melee combat, you deal $+2$ bonus damage when fighting non-human opponents.

\subsection*{Desert Dweller (1 XP)}
\textit{You can instinctively search for food in a desert.}\\
You can use $Con + Wis$ instead of $Con + Int$ when looking for food with \textit{Desert Survival}.

\subsection*{I Need Some Duct-Tape! (1 XP)}
\textit{If the women don't find you handsome, they should at least find you handy.}\\
\textbf{Requirements:} At least two \textit{Crafting} specialisations and access to duct-tape.

When deprived of the correct tools, materials, and/or workspace you are still able to make crafting checks so long as you are able to give an explanation to the GM of how your character did so.
You do so with a $-3$ modifier to your \textit{Crafting} check.

\subsection*{Intimidating Size (1 XP)}
\textit{You are big and burly, your size comes across as threatening.}\\
You can use $Cha + Str$ instead of $Cha + Wis$ to intimidate someone.

\subsection*{Just Your Friendly Neighbourhood Gardener (1 XP)}
\textit{It's in poor taste, but it can't be that easy...}\\
Grants +2 to any \textit{Deception} roll while in disguise.

\subsection*{Master Strategist (1 XP)}
\textit{Your training made you good at drawing plans.}\\
Get a $+2$ bonus on \textit{Academics} when drawing up a strategy.

\subsection*{Red Tape Recorder (1 XP)}
\textit{You're fluent in government bureaucratic lingo.}\\ 
You can use $Int + Int$ instead of $Cha + Cha$ when trying to persuade government officials.

\subsection*{Silver Tongue (1 XP)}
\textit{Your suave mannerisms have a way to woo even the most suspicious of people.}\\
You can use \textit{Persuasion} instead of \textit{Thievery} when trying to pick-pocket.

\section{Tier Two}

\subsection*{Bloodlust (2 XP)}
\textit{``On a night of the hunt, it is no wonder that some resort to superstition.''}\\
When in melee combat, a roll of 4 or lower counts as an automatic success against non-human opponents.

\subsection*{Body Builder (2 XP)}
\textit{No shoes, no shirt, you still get service.}\\
You can use \textit{Physique} instead of \textit{Persuasion} to distract people with your muscles.

\subsection*{Computational Gunner (2 XP)}
\textit{You think before you shoot.}\\
You can use $Int+Wis$ instead of $Agi+Dex$ when you take time to aim a shot.

\subsection*{De-Trapper (2 XP)}
\textit{They say no to trust a trapper with all their fingers, but they've never met you.}\\
Once per day, you may re-roll your least favourable die when disarming traps.

\subsection*{Give Me a Couple of Bobby-Pins (2 XP)}
\textit{If it ain't broke, you're not trying!}\\
\textbf{Requirements:} At least two \textit{Crafting} specialisations.

When deprived of the correct tools, materials, and/or workspace you are still able to make crafting checks so long as you are able to give an explanation to the GM of how your character did so.

\subsection*{Lucky Dodge (2 XP)}
\textit{Your dodging is phenomenal.}\\
Once per day, you may re-roll your least favourable die when trying to dodge.

\subsection*{Now You See Me, Now You Don't (2 XP)}
\textit{An extensive background in Theatre, Espionage, or perhaps even pick-pocketing has gifted you with an nearly uncanny ability to assume another identity.}\\
While wearing a disguise, get a $+2$ bonus on \textit{Stealth} when trying to blend into a crowd.

\section{Tier Three}

\subsection*{Blooddrunk (3 XP)}
\textit{``...Leave the hunting of hunters to me.''}\\
When in melee combat, a roll of 4 or lower counts as an automatic success.

\subsection*{Machine Specialist (3 XP)}
\textit{If it has moving parts, you can figure it out.}\\
You can use \textit{Crafting} instead of \textit{Investigation} to deduce how any machine works regardless of prior familiarity.

\subsection*{Mac's Back (3 XP)}
\textit{``The best way to beat a problem is to make it work for you.''}\\
\textbf{Requirements:} At least one \textit{Crafting} specialisation.

When deprived of the correct tools, materials, and/or workspace you are still able to make crafting checks so long as you are able to give an explanation to the GM of how your character did so.
Additionally, the maximum penalty on any \textit{Crafting} check is now $-2$.

\subsection*{Right Behind You (3 XP)}
\textit{"And worst of all, he could be any one of us..."}\\
\textbf{Requirements:} \textit{Now you See Me, Now You Don't}.

Get a $+2$ bonus on \textit{Stealth} when trying to blend into a crowd.
If wearing a disguise, you instead get a $+4$ bonus.

\subsection*{Red Tape Splicer (3 XP)}
\textit{You get up early, stay up late. You use a machete to cut through red tape.}\\
\textbf{Requirements:} \textit{Red Tape Recorder}.

Unconditional re-roll on \textit{Persuasion} against a government official.
Doing so damages your reputation with that agency.
(Removing this condition increases the cost to 4 XP.)

\subsection*{Uncanny Dodge (3 XP)}
\textit{Your dodging is almost preternatural!}\\
\textbf{Requirements:} \textit{Lucky Dodge}.

Once per day, you may re-roll \textit{another} one of your unfavourable dice when trying to dodge.
You may either re-roll one die during two different encounters, or two dice during one encounter.

\section{Tier Four}

\subsection*{Blood Frenzy (4 XP)}
\textit{Crush all vermin without hesitation!}\\
When in melee combat, a roll of 5 or lower counts as an automatic success.
Additionally, you deal $+2$ bonus damage against non-human opponents.

\subsection*{The O'Neill Effect (4 XP)}
\textit{``How can you feel confined when you're in touch with the universe?''}\\
\textbf{Requirements:} \textit{Mac's Back}; military or paramilitary experience. 

You have a maximum penalty of $-3$ on crafting checks involving technology alien to you, and never suffers penalties when trying to disable such technology.

\subsection*{Jack of All Trades (4 XP)}
\textit{Better than simply being master of one.}\\
\textbf{Requirements:} Specialisation in at least five (5) different skills.

You get a $+1$ bonus to all skill checks you don't already specialise in.

\subsection*{Swiss Army Man (4 XP)}
\textit{All it takes is a little imagination, some mechanical ability, and neighbours who mind their own business}\\
\textbf{Requirements:} none.

When deprived of the correct tools, materials, and/or workspace you are still able to make crafting checks so long as you are able to give an explanation to the GM of how your character did so.
Additionally, the maximum penalty on any \textit{Crafting} check is now $-2$.