Comm Link (0)
Backpack x2 (-8)
Utility Belt x2 (-4)
Stimpack x1
Glow Rod (1)
Syntherope (1)
Lock Picking Tools (1)
Macrobinoculars (1)
Extra Reloads x2 (2)
=8
Assets & Resources
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Well-Rounded
1
Choose any 2 skills. They permanently become career skills
Creative Killer
1
Reduce the crit rating of improvised weapons by 2, to a minimum of 1
Convincing Demeanor
2
Remove 1 setback per rank of convincing demeanor from all deception or skulduggery checks
Code Breaker
1
Remove 1 setback and decrease difficulty by 1 per rank of code breaker to break or decrypt communications.
Toughened
1
Gain +2 would threshold
Bypass Security
2
Remove 1 setback per rank of bypass security from checks made to disable a security device or open a locked door
A Step Ahead
1
Once per session, the character may suffer 2 strain in order to count cunning as 1 higher than normal for the remainder of the encounter
Durable
1
May reduce any critical injury suffered by 10 per rank of durable down to 1
Natural charmer
1
Once per session may re-roll any one charm or deception check
Inside Knowledge
1
Once per session, while in an enemy facility or vessel, may perform an Inside Knowledge action. Make a hard (three purple) skullduggery check. Character may then find a single personal scale item with a rarity no greater than cunning +2 previously stashed here or gain a narrative benefit
Grit
2
Gain +1 Strain
Inside person
1
Once per session the character may spend a destiny point to establish that they have been undercover in an identified enemy base or large vehicle. For the rest of the session add an automatic 2 advantage to checks they and their allies make that are asscociated with that location.
Dedication
1
Gain +1 to a single characteristic. This cannot bring a characteristic above 6
Dodge
1
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Analyze Data
1
Once per session after capturing enemy data character may perform an analyze data action to make an average knowledge (warfare) check. Once during session may add successes equal to ranks in warfare to checks related to that data.
Cunning Persona
1
The character may spend 2 strain to make charm checks using cunning instead of presence.
Force Powers
Force Rating
Power
Counterespionage
Description
Once per session the character may spend 2 destiny points to make an oposed knowledge (warfare) vs deception check against an identified enemy agent or espionage leader. If successful the character utterly foils one perviously ploy or tactic associated with that enemy's act of espionage. The exact nature of how the character accomplishes this must be approved by the GM but should be suitibly cunning and clever. Note that the enemy character need not be physically present or near the character for this abilty to be used and that the GM has final say on which NPCs are valid targets.
Upgrade
Effect
Change Skill
Make check using charm instead of knowledge (warfare)
Background
Motivation
Obligations
Description
Other Notes
saber darts w/ neurotoxin: character must make hard resilience check, take 6 damage over time