The following is a list of all Optional Rules in use;
Judged By Your Scars (Core Rules, pg. 33)
Innate vs Learned (Core Rules, pg 127)
Limits of Faith (Core Rules, pg. 142)
Glorious Greed (Core Rules, pg. 165)
Keyword Contact (Core Rules, pg. 167)
Beyond Range (Core Rules, pg. 184)
Redirected Fire (Core Rules, pg. 185)
Combined Attack (Core Rules, pg. 188)
Inglorious Retreat (Core Rules, pg. 195)
Last Stand (Core Rules, pg. 195)
Advanced Armour (Core Rules, pg. 232)
Multiple Mechadendrites (Forsaken Systems Players Guide, pg. 129) [see Augmetics section of Errata & House Rules]
+Rank/+Double Rank Bonuses: An Agent may only benefit from one source that grants +Rank/+Double Rank bonus dice to a Test.
Falling Damage: A falling Agent may use their Reflexive Action to attempt an Athletics (Agility) Test to reduce the severity of the impact. The DN for this Test is equal to 3, or 10% of the total height fallen (rounded up), whichever is higher; a success negates 1 Mortal Wound, with each Exalted Icon that can be Shifted negating an additional Mortal Wound. Agents wearing armour with the Powered (X) trait may add X bonus dice to this Test.
Falling: Core Rules, pg. 201
Help: You can use a Skill to help someone else succeed on a Test - say what you are doing to Help and what Skill you are using. If the GM agrees that would be helpful, your ally gains bonus dice equal to the Skill Rating. If narratively appropriate, the GM may allow you to use an Attribute Rating instead.
In addition, the GM may decide that it is possible for more than one Agent to help with a test, although additional Agents attempting to help may increase the DN (typically by +2 per additional Agent beyond the first).
Help: Core Rules, pg. 169
Stealth: Stealth Tests can be made once per "scene". Purely for the purposes of Stealth, a new scene begins when there are no observers able to determine your exact location, and you can reasonably find a way to hide.
Conversely, those "in Stealth" must make good use of the conditions; you are unable to utilise Stealth if you are, for example, standing in the open in a brightly lit room.
Stealth Score Reductions:
SHURIKEN and SPLINTER weapons reduce Stealth Score by -2.
PULSE weapons reduce Stealth Score by -5.
Stealth: Core Rules, pgs. 126 & 181
Influence: Your maximum Influence is capped depending on your Tier, as determined below;
Tier 1: Influence Cap = 4
Tier 2: Influence Cap = 6
Tier 3: Influence Cap = 8
Tier 4: Influence Cap = 10
Influence: Core Rules, pg. 37