Limited ammo 3,each dart can be loaded with a poison
Damage
1
Critical
5
2 poison gas grenades
Range
Short
Skill
Ranged: Light
Blast 2, limited ammo 1,
Damage
0
Critical
-
35
280
6755
Weapons & Armor
Findsman shock-prod,add 1 force pip to all seek,sense,farsight force checks they make,two handed
Palm shooter darts each loaded with synthetic anaesthetic,12 darts
4 Poison gas grenades each loaded with synthetic anaesthetic,the gas lingers for 2 rounds or 5 rounds if in a tight space.
Tracker utility vest-increases encumbrance by 2
Heavy clothing , +1 soak
Personal Gear
Ammonia breath mask
Com link
5 stimpack
3 emergency repair patches
Protective amulet-active ignore environmental effects such as fire acid or corrosive atmosphere. They always act in a standard gravity and may breathe underwater and in a vacuum. Weapons with the burn quality remove the burn quality for attacks targeting this character add 1 black die to checks to notice and determine its purpose,recover one strain when using it,encumbrance 1
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Uncanny senses
1
Add 1 blue die per rank to all perception check
Street smarts
2
Remove one black per rank from all streetwise or knowledge underworlds checks
Toughened
1
+ 2 wound threshold
Reconstruct the scene
1
Once per session make a three purple perception check to identify one physical characteristic per success of a character at a scene within the pat 24 hour
Clever solution
1
Once per session make a skill check using cunning instead of the characteristic linked to that skill
Sense the scene
1
Once per session the character may perform the sense the scene action. He makes a 3 purples perception check while present at a single crime scene or similar location adding force dice no greater than his force rating to the check. If he succeeds and generates a force pip he may identify the emotional state of one person involved in the crime(such as a perpetrator or victim). He may spend additional force pips to identify the emotional state of one additional person in the crime and may do so multiple times
Improved street smarts
1
Once per session , the character may perform the improved street smarts action. He makes a 5 purple streetwise of knowledge (underworlds) check reducing the difficult per rank of street smarts. If successful, the GM reveal one vital clue pertaining to a current mystery the character is attempting to solve. The clue should be something the character couldn’t normally find out but it doesn’t have to be the full answer to the mystery. For instance it could be evidence that cancels a false lead or otherwise move the story along. The GM should tailor the information depending on the skill used. Steetwise might mean the character learns information about a network of steer urchins while knowledge (underworld) could mean the character draws on his cast knowledge about criminal enterprise to discover a previously unseen clue
Force Powers
Force Rating
1
Power
Seek
Description
The user may spend 2 force pips to gain insight into the general location or direction of a person or object he knows about, regardless of distance
The user may spend 1 force pip and succeed at a two purple vigilance check to see through illusions
Upgrade
Effect
Power
Farsight
Description
The user may spend 1 force pip to ignore the effects of darkness and see normally at up to medium range for the remainder of the round (or one minute). This allows the user to view everything most sentients could see on a well lit day
Upgrade
Effect
Control
Spend 1 force pip to make out fine details on an object within medium range
Background
Motivation
Obligations
Oath of the findsman
Description
Other Notes
Ammonia breather-oxygen is a dangerous atmosphere with a rating of 6