Name | Type | Description | Effects |
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Shrewd | Talent | You're an expert judge of character and surround yourself with only the best colleagues. | You gain 2 acquaintance grade contacts. Your threat with Sense Motive increases by 1. |
Criminal | Speciality | You've spent a lot of time on the wrong side of the law. You may have done time or you might be too slick to be caught, but you've never fit in as a law abiding citizen. | Gain Fence. Gain Handgun proficiency. Gain 1 acquaintance grade contact. Gain +1 bonus with Bluff and Sneak checks. |
Sympathetic | Sleuth | Your primary focus is personal investigation and detective work. | Each time you spend 1 action dice to boost a Charisma or Wisdom check, you roll and add the results of 2 dice. |
Human Nature | Sleuth | You read most people like an open book. | Each time you fail a Investigation or Sense Motive check and don't suffer an Error, you still succeed as long as the check DC is equal to or less than 23. |
Sources | Sleuth | You have access to a large network of street informants, criminal snitches, journalists and other information sources. | You may spend 1 hour consulting these sources to make a request check for a dossier without spending Action Dice. You may make this check up to 3 times a session. |
Little Details | Sleuth | Your uncanny awareness of your surroundings is a striking advantage in combat. | Once per session you may make a Smash (Athletics) check, or a Disarm, Feint or Tire action as a free action. |
It's elementary - Alertness | Sleuth | You're extraordinarily aware of the actions and behaviours of others, and are rarely surprised. | Gain +4 to any surprise checks. |
Fence | Skill | You are always open for business, even if the goods are "hot". | You gain a +2 bonus to checks made with Sleight of Hand and Streetwise. Your threat range increases with these skills to 19-20. |
Talented (Fence) | Skill | You're skill mastery often takes people by suprise. | Sleight of Hand and Streetwise are always class skills. Each time you purchase a rank in one, the other also increases. |
The Dice are Hot | Chance | It's not a system - it's just luck. | You gain a bonus to Gambling checks equal to the number of Action Dice remaining. Your lifestyle increases by 1. |
Card Shark | Style | You're a skilled gambler, often devouring lesser opponents. | Profession gain synergy from Streetwise. +2 bonus to knowledge checks related to gambling. If you spend action dice to add to a Gambling roll, roll an additional dice. |
Safe House | Tradecraft | You maintain a network of secure locations. | At the start of a scene, when located in a city of 10k people, you may nominate that you have a safehouse within 10 miles. If not in a city, you may specify a city that does contain one. |
(Three additional checks available).