Vibrorapier: encumbrance 2, HP 2, weapon is silent compared to other vibroweapons
Holdout Blaster: encumbrance 1, HP 1, 1 setback die to perception checks to find weapon on body
Ceremonial Blade: encumbrance 2, HP 3, add 1 boost die when attempting to convince others to allow you to keep the weapon
Heavy Clothing: encumbrance 1, HP 0, Soak 1
Tracker Utility Vest: increase wearer's encumbrance by 2, no encumbrance, HP 1
Concealing Robes: add 1 setback die to perception checks to notice or recognize the wearer, encumbrance 1, HP 0, Soak 1
Personal Gear
Load-bearing gear: +3 to encumbrance, Backpack: +4 to encumbrance
datapad, comlink, breath mask/respirator, glow rod
binders: daunting athletics or coordination to escape
disguise kit: tailor specifically for species, makeup, prosthetic features, and chromatic iris alternators, basic camouflage paints for use in various environments
stimpack[5]
Assets & Resources
Performer's Attire: wearer adds 1 boost die to checks to perform or otherwise attract attention, encumbrance 0, HP 0
Banal Apparel: upgrade difficulty of checks to identify wearer by 1 step, encumbrance 0, HP 0
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Special Abilities
one rank in Charm
Enhanced Vision
making ranged combat or perception checks can remove up to 2 setback due to environmental conditions or concealment- not defense
Career Skills
Cool, Discipline, and Negotiation
Specialization Skills
Deception, and Knowledge(Underworld)
Quick Draw
once per round my draw or holster a weapon or item as an incidental
Black Market Contacts
when purchasing illegal goods, may reduce rarity by 1 = rank, increasing base cost by 50% per reduction
Greases Palms[1]
before making a social check, may spend 50 credits = ranks to upgrade ability of the check once for every 50 credits spent
Toughened[1]
+2 to wound threshold
Double-Talk
spend 2 advantages or 1 triumph from a successful Charm or Deception check to disorient a number of opponents w/n short range = presence for remainder of round and the next two
Force Powers
Force Rating
1
Power
Influence
Description
user may spend pips to stress the mind of one living target he is engaged with, inflicting 1 strain
only dark pips used to generate negative emotions like rage, fear, and hatred
only light pips used to generate positive emotions like peace, tranquility, and friendliness
other emotions like confusion can be generate by either
Upgrade
Effect
Range[1]
spend pip to increase power's range = to upgrades
Control
can roll an influence power check as part of any coercion, charm, deception, leadership, or negotiation check; spend pips for success or advantage