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You generally start with two Abilities.
General information
Apophenic
You can always always always find connections between things, no matter how slight or literally nonexistent.
1d to Understand whenever you want. And when you do this, a Failure is treated as a Partial Success, giving you some true connections. However, on a Partial Success, you also will get false connections that your brain just made up. Even if you Push Yourself to Full Success, while you will get more real connections, you still do not know which ones you just invented from thin air.
No Plans, No Prototype, No Backup
You're good at jerry-rigging.
1d to Modify if you're using some sort of technology that only works once, and was specially designed in advance for the task at hand. However, if you fail, it breaks and you not only lose that 1d, but lose an additional 1d in trying again.
Kevin Bacon
You always know someone who knows someone who knows someone who knows someone who knows this person.
1d to Connect if you're using either your real identity or a long-standing alias and have spent some time doing research on this person, which can be done in a flashback. However, using this information does mean things can be traced back to you or that alias, and the GM might add an Outcome for that.
Bavarian Fire Drill
1d to Order if you rush up to a group without explanation or any obvious authority and bark out emergency orders to a group to make them panic and do something without thinking. You can be Assisted in that roll by a teammate without the teammate taking Stress if they pretend to challenge your authority, but are ultimately 'convinced'. However, if this fails, it tends to fail very badly, and people will likely attempt to alert the actual authorities
Fully In Character
1d to Grift when you are grifting as one of the characterizations you have an Aptitude in, in addition to the normal increased Effect. However, the GM can add an additional Outcome that you are temporarily unable to exit the character.
Sticky fingers
1d to Grasp when pickpocketing if instead of trying to get anything specific, you take a random item from their pockets. Item will be determined by GM roll. You can keep doing this until you get what you wanted, but you cannot stop using this and pickpocket that person normally.
Social
You have a tell
You're an expert in watching people's microexpressions and listening to the timber of their voice.
You can take one Stress to see right through another person for the episode. Once you do, if you are interacting with them or observing at close range, you can always tell if they are lying. If farther away or over comms, you have increased Effect in gathering information about whether or not they're lying.
The best lie is the truth
Even when you're telling the truth, you're lying.
Whenever you are attempting to mislead people, Pushing Yourself takes one less Stress if what you are saying is technically mostly truthful, just misleading.
Background player
No one ever seems to remember what you look like unless you make an impression.
Whenever you interact with someone and appear to be someone unimportant, you can make an Action Roll to keep them from remembering you, and Pushing Yourself takes one less Stress. If you keep the interaction small enough, it might not even require a roll. On a full success, they will completely forget your face and will never compare that character to anyone they later meet.
A Thousand Faces
You know how clothes change perception. You have wigs. You know how to use makeup contouring.
Given just a few minutes to build an image, you can walk straight up to old friends and they won't recognize you. You might even be able to convince them with with just a Makeup Kit and a Wig. If they think they do recognize you, Pushing Yourself takes one less Stress.
Mind
Shoulder Surfing
The best way to figure out someone's password is to watch them type it.
You're an expert at positioning yourself or cameras to see someone type things into a computer or keypad, as long as you can get the line of sight you want, you don't have to roll to get passwords or keycodes. You can still be noticed, but Pushing Yourself to avoid that takes one less Stress.
Cut to me walking up to them
Whenever you need to find someone who isn't in hiding, you just do. You can do this once per episode per dot you have in Locate. Note you probably do not want to do this to people who are dangerous, because the premise is that the scene literally will just cut to you walking up to them.
I can buy us some time
You always know right before something bad is going to happen, and you're smart enough to delay it.
Whenever a clock fills up, you can immediately take one Stress and do either a Mind-base Action Roll. On a Success or Partial Success, the clock temporarily rewinds so the last segment is empty for a small time, as determined by the GM. The last segment does eventually fill in, you cannot stop this, so have a limited amount of time to deal with things or escape. The last segment can also be filled in like normal. This can only be done once per clock.
Flashbacks
I had prep time
Whenever the Unpredictability is 1 or 2 for yours or someone else's Flashback, you can do a Mind-based Action Roll or gather information. On a Success, you reduce the Unpredictability by two, on a Partial Succes, by one. This doesn't reduce the Difficulty.
Offscreen Moment of Awesome.
Whenever the Difficulty is 1 or 2 for your own Flashback, you can do a Resistance Roll of whatever Attribute seems relevant. On a Success, you reduce the Difficulty by two, on a Partial Success, by one.. This doesn't reduce the Unpredictability.
Noodle Incident
Once per epeisode, you can do a flashback with absolutely no Stress and no rolls to get a reasonablely small result, like one assist of a roll. However, no one, not even the GM, can ever describe in full what happened in it, everyone can only hint at extremely strange things, and all other players must choose to have their character either agree it is something that is best not spoken of, or alternately have absolutely no idea what happened or what people are even talking about. Characters who to never speak of it can pay one Stress in that episode to have done one additional inexplained thing in the incident.
Body
Put that away before you hurt yourself
If someone is holding a gun, and you take an action to remove the gun, you can take one Stress to keep from having to roll for success or to prevent anyone getting shot during that action. You still may have to roll for other outcomes, such as the gun going off randomly or them alerting others. You can do this once per episode per dot you have in Assault.
How long has she been there?
If you need to be in a room, and it is somewhere reasonably accessible to where you are, you can already be in the room, without anyone there seeing you.
Do a Stealth Action Roll to determine roughly how long it takes for someone to see you, but even if you fail, they didn't see you come in, just that you are there now.
Where'd she go?
If no one nearby has reason to be watching you or trying to confine you, you can disappear into a vent or through a door even when it doesn't really make sense that you can vanish that quickly. You can do this once per episode per dot you have in Stealth.
General
Determinator
You can ignore any new Harm as long as you keep doing the same Action or the same general thing you were doing when you got the Harm. It only impacts you when you finish whatever thing you are doing.
Fake it till you make it
If you're making an Action Roll, and you have zero dots in it, but have at least one dot in another Action in that Attribute, you can take one Stress to pretend you have one dot instead.
Where were you hiding all those?
You have unlimited Small Items on your person. This is somehow never noticeable outside of a search.
Where were you hiding that?
Pick a standard Large Item or talk to the DM about a different one, and declare where you are always hiding it on your person, stretching plausibility to the breaking point for it to be there. This is somehow never noticeable outside of a search.
gathering information
It's not paranoia if…wait, who told you I was paranoid?
Whenever you gather information, you will notice nothing anything that could vaguely present a threat to the team, even on a partial success.
Fluent in body language
Whenever you gather information about a person using a Body action, you get an addition 1d.
Seen all the tricks
Whenever you gather information using a person a Social action, you get an addition 1d.
I just read about that on Wikipedia
Whenever you attempt to gather information that would plausibly be public information, take a Stress to coincidentally have read up on that topic recently and thus have Knowledge in it. This Knowledge stays with you the entire episode, but then goes away at the end.