Anyone Searching an individual carrying a concealed holdout blaster adds to their Perception Check.
Explorer's Knife
Melee
2
3
Engaged
Melee
2
3
Engaged
8111
100
3
2
0
Qualities
Explorer's knife grants to all Survival Checks.
Vicious 1
5
275
1029
67
Name
D100
Severity
Result
Skip Tracer
Passive
Bypass Security
Remove a number of equal to the character's ranks in Bypass Security from Skullduggery or Computers skill checks made to disable a security device or open a locked door.
Ranked
5 XP
Passive
Bypass Security
Remove a number of equal to the character's ranks in Bypass Security from Skullduggery or Computers skill checks made to disable a security device or open a locked door.
Ranked
5 XP
Passive
Good Cop
The character may spend from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.
Ranked
5 XP
Passive
Good Cop
The character may spend from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.
Ranked
5 XP
Passive
Bypass Security
Remove a number of equal to the character's ranks in Bypass Security from Skullduggery or Computers skill checks made to disable a security device or open a locked door.
Ranked
20 XP
Passive
Bypass Security
Remove a number of equal to the character's ranks in Bypass Security from Skullduggery or Computers skill checks made to disable a security device or open a locked door.
Ranked
20 XP
Passive
Hard-Boiled
When making a check to recover strain at the end of an encounter, the character may spend to recover 1 wound. spend this way cannot exceed characters ranks in Hard-Boiled
Ranked
5 XP
Passive
Hard-Boiled
When making a check to recover strain at the end of an encounter, the character may spend to recover 1 wound. spend this way cannot exceed characters ranks in Hard-Boiled
Ranked
5 XP
Passive
Hard-Boiled
When making a check to recover strain at the end of an encounter, the character may spend to recover 1 wound. spend this way cannot exceed characters ranks in Hard-Boiled
Ranked
15 XP
Passive
Hard-Boiled
When making a check to recover strain at the end of an encounter, the character may spend to recover 1 wound. spend this way cannot exceed characters ranks in Hard-Boiled
Ranked
15 XP
Passive
Hard-Boiled
When making a check to recover strain at the end of an encounter, the character may spend to recover 1 wound. spend this way cannot exceed characters ranks in Hard-Boiled
Ranked
25 XP
Passive
Hard-Boiled
When making a check to recover strain at the end of an encounter, the character may spend to recover 1 wound. spend this way cannot exceed characters ranks in Hard-Boiled
Ranked
25 XP
Incidental
Rapid Reaction
The character may suffer a number of strain to add an equal number of to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Ranked
5 XP
Incidental
Rapid Reaction
The character may suffer a number of strain to add an equal number of to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Ranked
5 XP
Incidental
Rapid Reaction
The character may suffer a number of strain to add an equal number of to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Ranked
15 XP
Incidental
Rapid Reaction
The character may suffer a number of strain to add an equal number of to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction.
Ranked
15 XP
Passive
Toughened
The character increases his wound threshold by two per rank of Toughened.
Ranked
10 XP
Passive
Toughened
The character increases his wound threshold by two per rank of Toughened.
Ranked
10 XP
Passive
Expert Tracker
The character removes per rank of Expert Tracker from his checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal (this does not decrease with additional ranks of Expert Tracker).
Ranked
10 XP
Passive
Expert Tracker
The character removes per rank of Expert Tracker from his checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal (this does not decrease with additional ranks of Expert Tracker).
Ranked
10 XP
Passive
Street Smarts
The character removes per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.
Ranked
10 XP
Passive
Street Smarts
The character removes per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.
Ranked
10 XP
Passive
Street Smarts
The character removes per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.
Ranked
15 XP
Passive
Street Smarts
The character removes per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.
Ranked
15 XP
Action
Bought Info
When required to make a Knowledge skill check, the character can instead make a Bought Info action. He spends a number of credits equal to 50 times the difficulty of the check and counts as succeeding on the check with one uncanceled . At the GM's discretion, the character may not be able to use this ability if the information sought is particularly hard to find, or if the character is in a situation where he could not purchase information (such as marooned on a planet with no access to the HoloNet).
10 XP
Action
Bought Info
When required to make a Knowledge skill check, the character can instead make a Bought Info action. He spends a number of credits equal to 50 times the difficulty of the check and counts as succeeding on the check with one uncanceled . At the GM's discretion, the character may not be able to use this ability if the information sought is particularly hard to find, or if the character is in a situation where he could not purchase information (such as marooned on a planet with no access to the HoloNet).
10 XP
Action
Street Smarts (Improved)
"Once per session, the character may perform the Improved Street Smarts Action, The character makes a Formidable ( ) Streetwise or Knowledge (Underworld) check, Reducing the difficluty once per rank of street smarts, If successful the GM reveals one vital clue pertaining to a current mystery the character is attempting to solve
The clue should be something that the character could not normally find out, but it does not have to be the full answer to the mystery. for instance, it could be evidence that cancels a false lead or otherwise helps move the story along. The GM should tailor the information depending on the skill used, Streetwise might mean the character learns about the information from a network of street urchins, while Knowledge (Underworld) could mean the character draws on their own vast knowledge about criminal enterprise to discover a previously unseen clue."
15 XP
Action
Street Smarts (Improved)
"Once per session, the character may perform the Improved Street Smarts Action, The character makes a Formidable ( ) Streetwise or Knowledge (Underworld) check, Reducing the difficluty once per rank of street smarts, If successful the GM reveals one vital clue pertaining to a current mystery the character is attempting to solve
The clue should be something that the character could not normally find out, but it does not have to be the full answer to the mystery. for instance, it could be evidence that cancels a false lead or otherwise helps move the story along. The GM should tailor the information depending on the skill used, Streetwise might mean the character learns about the information from a network of street urchins, while Knowledge (Underworld) could mean the character draws on their own vast knowledge about criminal enterprise to discover a previously unseen clue."
15 XP
Passive
Good Cop
The character may spend from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.
Ranked
20 XP
Passive
Good Cop
The character may spend from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.
Ranked
20 XP
Passive
Nobody's Fool
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool.
Ranked
20 XP
Passive
Nobody's Fool
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool.
Ranked
20 XP
Incidental
Informant
"Once per game session, the character may reveal a contact who possesses information on a particular subject of his choice.
When the character does this, he must explain how he knows this contact and how the contact can shed light on the matter in question. The contact should be available to the PCs, but the GM decides what the contact’s expertise might cost."
20 XP
Incidental
Informant
"Once per game session, the character may reveal a contact who possesses information on a particular subject of his choice.
When the character does this, he must explain how he knows this contact and how the contact can shed light on the matter in question. The contact should be available to the PCs, but the GM decides what the contact’s expertise might cost."
20 XP
Passive
Dedication
Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six.
Ranked
25 XP
Passive
Dedication
Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six.
Ranked
25 XP
Action
Reconstruct The Scene
Once per session, the character may perform the Reconstruct the Scene Action. The character makes a Hard ( ) Perception Check while present at a crime scene (or similar location) If successful the character identifies all prominent physical characteristics of one person who was at the crime scene when the crime was commited (if the crime occurred within the past 24 hours). This could include the person's weight, Height and species for example the character may identify all the physical characteristics of one additional person similarly tied to the crime scene per additional s
25 XP
Action
Reconstruct The Scene
Once per session, the character may perform the Reconstruct the Scene Action. The character makes a Hard ( ) Perception Check while present at a crime scene (or similar location) If successful the character identifies all prominent physical characteristics of one person who was at the crime scene when the crime was commited (if the crime occurred within the past 24 hours). This could include the person's weight, Height and species for example the character may identify all the physical characteristics of one additional person similarly tied to the crime scene per additional s
25 XP
Incidental
Soft Spot
After making a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Cunning to one hit of the successful attack.
25 XP
Incidental
Soft Spot
After making a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Cunning to one hit of the successful attack.
25 XP
Performer
Incidental
Smooth Talker
When a character first acquires this talent, he chooses one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, he may spend x to gain additional s equal to his ranks in smooth Talker.
Ranked
5 XP
Incidental
Smooth Talker
When a character first acquires this talent, he chooses one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, he may spend x to gain additional s equal to his ranks in smooth Talker.
Ranked
5 XP
Passive
Smooth Talker
When a character first acquires this talent, he chooses one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, he may spend x to gain additional s equal to his ranks in smooth Talker.
Ranked
20 XP
Passive
Smooth Talker
When a character first acquires this talent, he chooses one skill: Charm, Coercion, Negotiation, or Deception. When making checks with that skill, he may spend x to gain additional s equal to his ranks in smooth Talker.
Ranked
20 XP
Passive
Kill with Kindness
The character removes per rank of Kill with Kindness from his Charm and Leadership checks.
Ranked
5 XP
Passive
Kill with Kindness
The character removes per rank of Kill with Kindness from his Charm and Leadership checks.
Ranked
5 XP
Maneuver
Distracting Behavior
"The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is engaged with suffer on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior.
The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics."
Ranked
5 XP
Maneuver
Distracting Behavior
"The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is engaged with suffer on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior.
The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics."
Ranked
5 XP
Maneuver
Distracting Behavior
"The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is engaged with suffer on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior.
The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics."
Ranked
10 XP
Maneuver
Distracting Behavior
"The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is engaged with suffer on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior.
The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics."
Ranked
10 XP
Maneuver
Distracting Behavior
"The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is engaged with suffer on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior.
The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics."
Ranked
15 XP
Maneuver
Distracting Behavior
"The character may make a Distracting Behavior maneuver and suffer a number of strain no greater than his ranks in Cunning. If he does so, an equal number of adversaries or NPCs he is engaged with suffer on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting Behavior.
The character selects who is affected by Distracting Behavior and can choose to have this talent not affect NPC allies. It may be that he explains his tactics to the NPCs beforehand, or that they know him well enough to be used to his antics."
Ranked
15 XP
Passive
Convincing Demeanor
"Remove per rank of Convincing Demeanor, from any Deceit
or Skulduggery check."
Ranked
5 XP
Passive
Convincing Demeanor
"Remove per rank of Convincing Demeanor, from any Deceit
or Skulduggery check."
Ranked
5 XP
Incidental
Congenial
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial. When the character is the target of a Charm or Negotiation check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial.
Ranked
10 XP
Incidental
Congenial
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial. When the character is the target of a Charm or Negotiation check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Congenial.
Ranked
10 XP
Incidental
Coordinated Dodge
When targeted by a combat check, the character may spend one Destiny Point to add equal to his ranks in Coordination to the check.
25 XP
Incidental
Coordinated Dodge
When targeted by a combat check, the character may spend one Destiny Point to add equal to his ranks in Coordination to the check.
25 XP
Incidental
Dodge
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Ranked
10 XP
Incidental
Dodge
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Ranked
10 XP
Incidental
Jump Up
Once per round on the character’s turn, the character may stand up from prone or a seated position as an incidental.
10 XP
Incidental
Jump Up
Once per round on the character’s turn, the character may stand up from prone or a seated position as an incidental.
10 XP
Incidental
Intense Presence
The character may spend one Destiny Point to recover strain equal to his Presence rating.
15 XP
Incidental
Intense Presence
The character may spend one Destiny Point to recover strain equal to his Presence rating.
15 XP
Incidental
Natural Athlete
Once per game session, the character may reroll any one Athletics or Coordination check.
15 XP
Incidental
Natural Athlete
Once per game session, the character may reroll any one Athletics or Coordination check.
15 XP
Incidental
Second Wind
Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Ranked
15 XP
Incidental
Second Wind
Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Ranked
15 XP
Passive
Distracting Behavior Improved
When affected by Distracting Behavior, NPCs suffer when making checks targeting the character's allies, instead of .
20 XP
Passive
Distracting Behavior Improved
When affected by Distracting Behavior, NPCs suffer when making checks targeting the character's allies, instead of .
20 XP
Passive
Grit
Each rank of Grit increases a character’s strain threshold by one.
Ranked
20 XP
Passive
Grit
Each rank of Grit increases a character’s strain threshold by one.
Ranked
20 XP
Passive
Toughened
The character increases his wound threshold by two per rank of Toughened.
20 XP
Passive
Toughened
The character increases his wound threshold by two per rank of Toughened.
20 XP
Action
Active
"Once per session, the character may take a Biggest Fan action to make a Hard Charm check. If successful, one NPC of the character's choice in the current encounter turns out to be the character's self-proclaimed ""biggest fan."" The exact effects of this vary depending on the NPC and the situation. They can include drastically decreasing the difficulty of Social Interaction skill checks the character makes targeting his biggest fan, the fan being willing to perform minor or even significant favors for the character, or the character even becoming a reoccurring ally in the narrative.
At the GM's discretion, this talent may not be able to target certain NPCs whose adversarial nature is vital to the plot, or NPCs who would be unable to appreciate the character's work such as non-sentient creatures, labor droids, and Imperial Stormtroopers."
25 XP
Action
Active
"Once per session, the character may take a Biggest Fan action to make a Hard Charm check. If successful, one NPC of the character's choice in the current encounter turns out to be the character's self-proclaimed ""biggest fan."" The exact effects of this vary depending on the NPC and the situation. They can include drastically decreasing the difficulty of Social Interaction skill checks the character makes targeting his biggest fan, the fan being willing to perform minor or even significant favors for the character, or the character even becoming a reoccurring ally in the narrative.
At the GM's discretion, this talent may not be able to target certain NPCs whose adversarial nature is vital to the plot, or NPCs who would be unable to appreciate the character's work such as non-sentient creatures, labor droids, and Imperial Stormtroopers."
25 XP
Action
Deceptive Taunt
"Once per session, the character may make a Deceptive Taunt action. The character makes an opposed Deception check targeting one NPC within medium range. If he succeeds, the NPC must attack him during its next turn. If the NPC cannot do so, it must spend all subsequent turns maneuvering into position until it can make a melee or ranged attack against the character. Once it has made a melee or ranged attack against the character, the NPC is no longer affected by Deceptive Taunt. If the character is incapacitated or leaves the encounter, the NPC is no longer affected by Deceptive Taunt.
If used outside of combat, at the GM's discretion the NPC can choose to perform a non-lethal attack if the situation warrants it. If the encounter takes place at a party, for example, the NPC may choose to punch the character rather than using a knife or blaster."
25 XP
Action
Deceptive Taunt
"Once per session, the character may make a Deceptive Taunt action. The character makes an opposed Deception check targeting one NPC within medium range. If he succeeds, the NPC must attack him during its next turn. If the NPC cannot do so, it must spend all subsequent turns maneuvering into position until it can make a melee or ranged attack against the character. Once it has made a melee or ranged attack against the character, the NPC is no longer affected by Deceptive Taunt. If the character is incapacitated or leaves the encounter, the NPC is no longer affected by Deceptive Taunt.
If used outside of combat, at the GM's discretion the NPC can choose to perform a non-lethal attack if the situation warrants it. If the encounter takes place at a party, for example, the NPC may choose to punch the character rather than using a knife or blaster."
25 XP
Passive
Dedication
Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six.
Ranked
25 XP
Passive
Dedication
Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six.
Ranked
25 XP
Name
Soak
Defense
Qualities
Diplomat's Robes
0
0
Authority
3487
0
6
2
0
0
0
Qualities
Authority
Banal Apparel
0
0
Upgrade
1469
25
0
0
0
0
0
Qualities
Upgrade
Name
Quantity
Encum
Rarity
Price
Datapad
1
1
1
0
1
7238
0
1
1
Qualities
Used to store data, manifests, reports and could download data from larger computer networks.
Comlink (Handheld)
1
0
0
0
1
1668
0
0
0
Qualities
Allows communication up to distances around 100 kilometers
Utility Belt
1
0
0
0
1
9495
0
0
0
Qualities
+1
increases the wearers encumbrance threshold by 1
Surveyor's Bag
1
0
1
0
1
2102
0
1
0
Qualities
+2
These are compact bags which are nevertheless quite roomy, used by explorers as smaller equipment - worn over the shoulder across the body.
Lockpicking Tools
1
1
8
0
1
4538
0
8
1
Qualities
for non electronic locks or out of power electric locks
Mercantile Datapad (Sluis)
1
1
3
250
1
2911
250
3
1
Qualities
Datapad
Specific to the Rim they are for, grants a to any Negotiation skill checks made to buy and sell goods.
(Outer Rim, Sluis sector)
Insider's Guide
1
0
2
25
1
7400
25
2
0
Qualities
Add automatic a to any check to find a specific location or service within the region (Sluis Sector)
Concealed Recorder
1
0
5
175
1
9957
175
5
0
Qualities
This item can record conversations and is easily concealed as small inconspicuous item like a pendant, stylus, hair clip.
SuriTech Foodstuffs Ez1 Analyzer
1
1
3
300
1
4655
300
3
1
Qualities
Determines whether any food or drink is safe for consumption - calibrated for the user's species.
TaggeCo Food Preparation System
1
1
1
20
1
6581
20
1
1
Qualities
This is known as a "Hotplate", used to heat and prepare any food on the field.
Disguise Kit
1
2
4
100
1
2109
100
4
2
Qualities
Skulduggery check to see if disguise works. Difficulty decided by GM. Possibly opposed check depending on who's being fooled.
Stimpack
2
0
1
25
2
5437
25
1
0
Qualities
Requires one manoeuvre to use on self or other, Immediately heals 5 wounds, a second stimpack heals 4 wounds, third 3 wounds and so on, six stimpacks in a single day has no effect
Gank Comm Implant
1
0
7
250
1
7661
250
7
0
Qualities
Can communicate silently with others using the implant within a range of several kilometers. Jammers can disrupt the signals.
Neuro-Saav Technologies Q28 (Appraiser's Eye)
1
0
7
665
1
6879
665
7
0
Qualities
Q28
This cybernetic eye or retinal implant involves a number of sensors to allow estimation of value of whatever is being sold or bought.
Add 1 automatic advantage on Negotiation and Streetwise checks to buy or sell items.
Earbud Comlink
1
0
5
75
1
2066
75
5
0
Qualities
This small comlink is convenient for users that need their hands free or a more inconspicuous form of communication.
Noticing the earbud comlink requires a Hard Perception check.
Mem-Stik
2
0
2
30
2
2105
30
2
0
Qualities
This is a common device, as small as a little finger and unpowered, the mem-stik is a data storage device. They are used all over the galaxy, by spies and regular people alike.
Mercantile Datapad (Mayagil)
1
1
3
250
1
3102
250
3
1
Qualities
Specific to the Rim they are for, grants a to any Negotiation skill checks made to buy and sell goods.
Falsified Credentials (Goud Yunk Hiir IMC)
1
0
8
600
1
7394
600
8
0
Qualities
Requires Computers check to determine that these credentials are fake using a scanner.
Without a scanner, requires a Perception check.
Insider's Guide (Mayagil)
1
0
2
25
1
4198
25
2
0
Qualities
Avoiding tourist traps on worlds one isn't familiar with can sometimes be difficult. These guides exist for those interested in really discovering the intricacies of foreign worlds.
Add an to checks to find a location of service in the region covered by the guide.
Background
Motivation
Desire, Fear, Strength, Flaw
Name
Amount
Description
Triggered
Resource Acquisition
0
"The PC knows the importance of being properly supplied, as well as the value of being able to count on supply. Acquiring assets is only the beginning. The better trick is knowing what is in short supply, where to find that material, and how to acquire it. Sometimes a single pair of welding goggles is more useful than a dozen blasters, and sometimes a single blaster is more useful than all the googles in the galaxy. The PC forges alliances that can provide equipment and also deliver it where it is needed."
Leef uses his natural abilities and the stereotypes surrounding his species to close deals on the items the Alliance needs the most. Every conversation is a means to getting the things we need, at a micro or macro scale.
0
"The PC knows the importance of being properly supplied, as well as the value of being able to count on supply. Acquiring assets is only the beginning. The better trick is knowing what is in short supply, where to find that material, and how to acquire it. Sometimes a single pair of welding goggles is more useful than a dozen blasters, and sometimes a single blaster is more useful than all the googles in the galaxy. The PC forges alliances that can provide equipment and also deliver it where it is needed."
Leef uses his natural abilities and the stereotypes surrounding his species to close deals on the items the Alliance needs the most. Every conversation is a means to getting the things we need, at a micro or macro scale.