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Name | Skill | Damage | Crit | Range | Qualities |
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Name | D100 | Severity | Result |
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Trader | ||
Passive Savvy The character adds to Charm and Negotiation checks equal to ranks in Savvy. Ranked 5 XP Passive Savvy The character adds to Charm and Negotiation checks equal to ranks in Savvy. Ranked 5 XP Passive Wheel and Deal When selling good legally, gain 10% more credits per rank of Wheel and Deal. Ranked 5 XP Passive Wheel and Deal When selling good legally, gain 10% more credits per rank of Wheel and Deal. Ranked 5 XP Passive Wheel and Deal When selling good legally, gain 10% more credits per rank of Wheel and Deal. Ranked 5 XP Passive Wheel and Deal When selling good legally, gain 10% more credits per rank of Wheel and Deal. Ranked 5 XP Passive Wheel and Deal When selling good legally, gain 10% more credits per rank of Wheel and Deal. Ranked 10 XP Passive Wheel and Deal When selling good legally, gain 10% more credits per rank of Wheel and Deal. Ranked 10 XP Incidental Know Somebody Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. Ranked 15 XP Incidental Know Somebody Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. Ranked 15 XP Incidental Know Somebody, Imrpoved (reSpec) When using Know Somebody, the character may instead reduce the rarity of illegal goods. 25 XP Incidental Know Somebody, Imrpoved (reSpec) When using Know Somebody, the character may instead reduce the rarity of illegal goods. 25 XP Incidental Natural Negotiator Once per session, may reroll any 1 Cool or Negotiation check. 25 XP Incidental Natural Negotiator Once per session, may reroll any 1 Cool or Negotiation check. 25 XP Passive Dedication Gain +1 to a single characteristic. This cannot bring a characteristic above 6. Ranked 25 XP Passive Dedication Gain +1 to a single characteristic. This cannot bring a characteristic above 6. Ranked 25 XP Incidental Master Merchant When buying or selling goods, or paying off or taking Obligation, may suffer 2 strain to sell for 25% more, but for 25% less, pay off 1 more Obligation, or take 1 less. 25 XP Incidental Master Merchant When buying or selling goods, or paying off or taking Obligation, may suffer 2 strain to sell for 25% more, but for 25% less, pay off 1 more Obligation, or take 1 less. 25 XP Incidental Know Somebody Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. Ranked 10 XP Incidental Know Somebody Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. Ranked 10 XP Passive Smooth Talker When first acquired choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill spend to gain additional equal to ranks in Smooth Talker. Ranked 5 XP Passive Smooth Talker When first acquired choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill spend to gain additional equal to ranks in Smooth Talker. Ranked 5 XP Passive Wheel and Deal When selling good legally, gain 10% more credits per rank of Wheel and Deal. Ranked 10 XP Passive Wheel and Deal When selling good legally, gain 10% more credits per rank of Wheel and Deal. Ranked 10 XP Passive Nobody's Fool The difficulty of any Charm, Coercion, or Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool Ranked 10 XP Passive Nobody's Fool The difficulty of any Charm, Coercion, or Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool Ranked 10 XP Passive Another's Treasure The condition of an item does not affect the price the character receives when selling it. In addition, the character can always find a buyer for an item, no matter its condition or how useless or worthless it may seem. The details of the transaction are subject to the GM’s discretion, as always, and a buyer might not be immediately (or easily) available. 15 XP Passive Another's Treasure The condition of an item does not affect the price the character receives when selling it. In addition, the character can always find a buyer for an item, no matter its condition or how useless or worthless it may seem. The details of the transaction are subject to the GM’s discretion, as always, and a buyer might not be immediately (or easily) available. 15 XP Passive Grit Add +1 strain threshold Ranked 15 XP Passive Grit Add +1 strain threshold Ranked 15 XP Passive Savvy The character adds to Charm and Negotiation checks equal to ranks in Savvy. Ranked 15 XP Passive Savvy The character adds to Charm and Negotiation checks equal to ranks in Savvy. Ranked 15 XP Incidental Something More Real (reSpec) Once per session when negotiating payment for goods and services, the character may introduce physical goods to be included at 150% base value for payment instead of credits, regardless of rarity and restriction. 20 XP Incidental Something More Real (reSpec) Once per session when negotiating payment for goods and services, the character may introduce physical goods to be included at 150% base value for payment instead of credits, regardless of rarity and restriction. 20 XP Incidental Smooth Talker When first acquired choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill spend to gain additional equal to ranks in Smooth Talker. Ranked 20 XP Incidental Smooth Talker When first acquired choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill spend to gain additional equal to ranks in Smooth Talker. Ranked 20 XP Incidental Talk the Talk When making a Knowledge skill check, the character may spend one Destiny Point to substitute Knowledge-Underworld or Streetwise for the required skill. 20 XP Incidental Talk the Talk When making a Knowledge skill check, the character may spend one Destiny Point to substitute Knowledge-Underworld or Streetwise for the required skill. 20 XP Action Snake Oil (reSpec) Once per session, take the Snake Oil action; make a hard ( ) Deception check to convince characters that an on-hand item fulfills a new minor function until the end of the encounter. This function must be approved by the GM. may be spent to have one affected character believe the ruse indefinitely 20 XP Action Snake Oil (reSpec) Once per session, take the Snake Oil action; make a hard ( ) Deception check to convince characters that an on-hand item fulfills a new minor function until the end of the encounter. This function must be approved by the GM. may be spent to have one affected character believe the ruse indefinitely 20 XP |
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Desire, Fear, Strength, Flaw | ||
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