You gain +1 to Armor and +5 to each of your three stat Pools.

You are trained in unarmed attacks.
While unarmored, you are trained in Speed defense tasks.

When you roll for a task and succeed, roll again. If the second number rolled is higher than the first, you get a minor effect. If you roll the same number again, you get a major effect. If you have Uncanny Luck from another source or a similar ability, it's your choice (no roll required) whether you get a minor effect, a major effect, or a free activation of one of your tier 1-3 focus abilities.
You observe or study a creature or object. Your next interaction with that creature or object gains one asset.
You know many people in a variety of communities who engage in illegal activities. These people are not necessarily your friends and might not be trustworthy, but they recognize you as a peer. You and the GM should work out the details of your underworld contacts.
You turn back time a few seconds, effectively undoing a single creature's most recentAction. That creature can then immediately repeat the same action or try something different.
Within a round or two of successfully using Enthrall, Fast Talk, or a similar ability on a target within short range, the first attack you make on that target is eased by two steps. Once you use Unexpected Betrayal on a target, using your abilities or attempting simple persuasion on that target is permanently hindered by two steps.
For ten minutes, the Inebriate gains +1 to Armor and eases Might defense rolls by two steps. For the same period, the Inebriate gains one extra step on the damage track called hurt, which is effectively the same as hale but a bit rougher looking. Drink (separate action) to activate.
Path of the PlanebreakerWhen holding a doomblade, you attempt to tip the scales of cosmic justice and pronounce doom on a creature within short range. If your Intellect-based attack succeeds, the creature is judged wanting, and a doom of retribution appears adjacent to them and begins attacking the target.
As described in the doom creature entry, if this doom is killed, zero to four more dooms appear and continue fighting. Roll 1d20 for each doom that appears (regardless of who that doom is attacking); if the result is 1-3, the spawned doom attacks you; otherwise, they attack your original target.
Regardless of how many dooms there are or who
they're attacking, they all disappear one minute
after you activate this ability.
You can use this ability if you aren't holding a
doomblade, but your Intellect-based attack to affect
the targeted creature is hindered by two steps.
Old Gus' Daft DraftsYou unmake a creature within immediate range. If the target is level 4 or lower, its body is destroyed, leaving behind only a fine dust. Its equipment and other possessions clatter to the ground. For each additional level of Effort you apply, you can increase the level of the target by 1.
You avoid being knocked down, pushed back, or moved against your will as long as you are upright and able to take actions.
You can drain energy from a living creature by touching it and concentrating for a minute or more. Each minute you spend in contact with and concentrating on the creature deals it 1 point of damage (ignores Armor) and restores 1 point to your Might or Speed Pool. Because of the extended contact required for this ability, normally you can use it only on a willing or helpless creature. If the creature takes enough damage to knock it unconscious or kill it, it crumbles into ash, dust, or some other inert material
Action to initiate.
An object you are holding, touching, or wearing becomes more difficult to steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for twenty-four hours.>
You change your phase state for the next minute so that you can't affect or be affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities can affect you, but likewise you can't attack, touch, or otherwise affect anything
Action to initiate.
You change your phase state for the next minute so that you can't affect or be affected by normal matter or energy, as long as you move at least an immediate distance each round while phased. If you don't move on your turn, the effect ends. While you are phased, only mental attacks and special transdimensional energies, devices, or abilities can affect you, but likewise you can't attack, touch, or otherwise affect anything
Action to initiate.
If you do nothing but move for three actions in a row, you accelerate greatly and can move up to 200 mph (about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery roll. (Move up to 322 kph [about 600 m each round] for up to ten minutes [about 56 km].)
You can see, hear, smell, touch, and taste through the senses of anyone with whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target, but you must know that it's within range. Your shared senses last ten minutes.
Action to establish.
You find some way to use the environment to your advantage in a fight. For the next ten minutes, attack rolls and Speed defense rolls are eased
Action to initiate.
With a few minutes of looking around and preparing, you can access remnants of the before-times internet and satellite network (or an active network on which AIs who are not immediately dangerous reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it from a still-functioning camera feed, satellite feed, or AI interaction.
Action to initiate.
If you have the time and the freedom to scrounge for everyday materials in your environment, you can fashion a temporary asset that will aid you once to accomplish a specific task. For example, if you need to climb a wall, you could create some sort of climbing assistance device; if you need to break out of a cell, you can find something to use as a lockpick; if you need to create a small distraction, you could put together something to make a loud bang and flash; and so on. The asset lasts for a maximum of one minute, or until used for the intended purpose. One minute to assemble materials; action to create asset.

Choose one cypher that you carry. The cypher must have an effect that is not instantaneous. You destroy the cypher and gain its power, which functions for you continuously. You can choose a cypher when you gain this ability, or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a different cypher—the usurping ability works only once
Action to initiate.