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SHELTER:Hailee Wyatt
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=Abilities= Origin Benefits: +2 Cha, -2 Con, +3 Interests (+4 at 10, +5 at 14, +6 at 18), 1/session increase disposition by 1, Bluff threat +2 (+3 at 10, +4 at 15, +5 at 20), bonus feat (Fence), Handgun proficiency, 2 acquaintance contacts (3 at 12, 4 at 18), +2 insight to bluff/sneak (+3 at 8, +4 at 12, +5 at 16, +6 at 20) Class Abilities: Doublespeak: As a free action, you may spend 1 action die to improve or worsen a target’s disposition toward you and each of your allies by 1 grade for the duration of the current scene. This ability may not target any one character more than once per scene, nor improve any target’s disposition toward your or any of your allies to better than Supportive. Two-Faced: You’re a masterful deceiver, skilled at manipulating everyone around you. You make all Bluff checks as active checks (see page 89). 1000 Faces: You can mimic nearly anyone. At Level 1, you gain the Flawless Identity feat (see page 208). Further, a number of times per mission equal to your starting action dice, you may target any 1 special character as whom you have successfully disguised yourself (using the Falsify skill). Until the end of the current mission, the target is considered an additional persona provided by your Flawless Identity feat. Cold Read: At Level 2, once per session when you first encounter a character, you may ask the GC a number of personal questions about the character equal to your starting action dice. This requires 1 free action. Sample questions include “What does the man in the suit do for a living?” and “What is the lady’s favorite author?” The target may conceal an answer by spending 1 action die per question ignored. Once a target has spent an action die to ignore a question, you may not re-ask that character that question using this ability for the duration of the current mission. Quick Change: At Level 3, twice per session, you may make a Sneak/Hide or Falsify/Disguise check that would ordinarily require 2d4 minutes or less as a free action, ignoring any kit requirements. Gear Prep: You always seem to have the best tools for the job at hand. At Level 1, during the Intel Phase, you or any of your teammates may choose a number of mission gear picks equal to your starting action dice as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you may instead choose the same number of additional Caliber I mission gear picks of any type. Short Con I: You begin cons by creating a sense of urgency in your target, and consequently close many deals in just one sitting. At Level 1, you may increase your error range by 1 to decrease the time required to make any Impress, Intimidate or Manipulate check to 1/2 standard (rounded down, minimum 1 round). Sucker Born Every Minute I: (Text goes here) Feats: 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. Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20. Flawless Identity: You gain a number of specific, named identities equal to your starting action dice. Each of these identities features complete background documentation equivalent to a cover identity with a Power Rating of 6. You must define these identities when you gain this feat; thereafter, you may only replace them during the Intel Phase of each mission. Slipping into one of these identities — i.e. “getting into character” — requires 1 minute and 1 action die, while returning to your natural identity requires only 1 free action. While you’re in character, your true personality is completely submerged but still controls your actions. You retain all of your main character’s feats and skill ranks, but may voluntarily suppress or reduce any of them to better match the assumed identity. Further, each identity possesses 1 Profession focus and 2 Interests (chosen when this feat is gained, and when each identity is replaced), and you may use these focuses and Interests only while in the appropriate identity. When questioned in character, you respond in character. You are not considered to be lying when you deny any knowledge of activities performed while not in character, or in a different identity. Each identity genuinely recalls innocuous and difficult-to-verify activities to cover gaps when you were out of character or in a different identity, and subconsciously avoids situations and actions that might call the identity into question (e.g. it avoids situations requiring skill checks for skills it doesn’t actually possess). While you’re in character, your true personality may only be discovered with a successful brainwashing attempt (and even this only confirms that you aren’t who you claim to be). Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s Wisdom score below 6). Also, your result cap with Impress/Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by an amount equal to your Charisma modifier. Mark: As a free action, you may target 1 character within your line of sight and name 3 skills, learning the character’s total bonus with each. You may use this ability a number of times per session equal to the number of Style feats you possess. Tricks:
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