Gain +1 Strain Threshold
When any character’s Duty would increase, increase it by an additional 1 per rank of Positive Spin.
Remove :K: up to ranks of In The Know from checks to get information from people or to disseminate news. Minion NPCs do not realise this character’s allegiance in interviews.
Once per encounter, when making a Coercion check, the character may use Deception instead.
Once per session, of no PC’s Duty is triggered, make a :eD: :eD: :eD: :eD: Charm check, reducing the difficulty by 1 per rank of Positive Spin, to have 1 PC’s Duty triggered.
Gain +2 Wound Threshold
Once per session, choose an organization and make a :eD: :eD: :eD: Deception check. On success, members reduce their Wound Thresholds by 1, plus 1 per :e*: :e*: :e*: until the end of the session.
Choose any two skills. They permanently become career skills.
May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
When targeted in combat, may use a Dodge incidental. Suffer Strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
Once per session, may reveal a contact who can shed light on a chosen subject.
Gain +1 to a single Characteristic. This cannot bring a characteristic above 6.
Once per session, may make an opposed Deception vs. Vigilance check, downgrading the difficulty once per rank of In the Know, to have the target believe specific false information.
Career skills: Charm, Deception, Leadership, Negotiation, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology)
Spec skills: Charm, Deception, Perception, Knowledge (Warfare)