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SHELTER:John Vaught
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=Abilities= Origin Abilities: +2 Int, -2 Str, improve disposition 1/session, +2 interests, +2 bluff threat range, Style feat, +1 Profession focus, free bribe 1/session at min value Class Abilities: Self-Promoter: When you succeed, you make sure everyone knows about it. At the end of each mission, your Reputation or Net Worth reward and that of each of your teammates increases by 1 or $50,000, respectively. Additionally, when you suffer an error with a skill check possessing the Disposition tag, the GC or an opposing character must spend 1 additional action die to activate it as a critical failure. The Hookup: At Level 1, each time you fail a Networking or Streetwise 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 more than 1 grade of success is possible, you achieve only the lowest possible positive result Lets Deal I: At Level 2, instead of making an opposed Bureaucracy check, you may set your result to 1 higher than that of your opponent. This cannot result in an error or threat. You may use this ability a number of times per session equal to your starting action dice. Slick: At Levels 3, 7, 11, 15, and 19, you gain 2 additional acquaintance-grade contacts or 1 Style feat. Absolute Certainty: At Level 1, your class level is added to your Wisdom when calculating your stress damage thresholds (see page 339). Further, any time you succeed with an opposed Resolve check (i.e. as part of a standard skill check), you gain a +2 morale bonus with all opposed skill checks against the same opponent until the end of the current scene. Behind the Scenes I: At Level 2, a number of times per mission equal to your starting action dice, you may devote 1 hour to informing your supporters of your needs, after which you may make any 1 Request check with a DC of 20 or less without spending action dice (see pages 62 and 219). This check is automatically successful. Feats: 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. Advisor: You gain a +2 insight bonus with all skill and Knowledge checks made with Resolve and Profession. Further, your base threat range with these skills becomes 19–20. 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. Candidate: Your 2 lowest attributes each increase by 1 (your choice of attribute in the case of a tie). Favored Gear: You gain 1 additional Possession (personal gear). This item’s Caliber may not exceed 1/3 your career level (rounded up). • If the item’s Caliber exceeds the current mission caliber, you must discard a number of action dice equal to the difference between these Calibers at the start of each session or you lose access to the item for the duration of the current mission. • If the item’s Caliber is lower than the current mission caliber, you gain a number of action dice equal to the difference between these Calibers at the start of each session. These bonus action dice may only be spent to boost skill checks and activate threats using your favored gear item. Comtempt: Once per round, you may make a final attack against a standard character as a free action. You may use this ability a number of times per combat equal to your starting action dice (4). [Escape and Evasion Training -- Feat Training I]: You gain a +3 synergy bonus with all Blend checks made as the Prey in a manhunt. Further, all checks you make as the Prey in a manhunt gain a synergy bonus from your Falsify skill. Also, your maximum synergy bonus with checks made as the Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Bluff skill with all Maneuver checks made as the Prey in a chase.
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