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SHELTER:Damian Wechsler
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=Abilities= Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak Class Abilities: Custom 'ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer. 'L337: At Level 1, each time you fail a Computers or Falsify check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If several grades of success are possible, you achieve only the lowest possible positive result. Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs. Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up). Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check. Utility Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item. Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0). (Current target: laptop computer) Bonus Feat: Attention to Detail Feats: Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag. Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20. Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5. Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20. Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1. Tricks: Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.
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